[Retrocon][ACG] BR skizzerz's Cosmic Captive (Inactive)

Game Master skizzerz

8-00D: Things Fall Apart
Turn Order:
1. Feiya/勝20100
2. Mother Myrtle/Redgar
3. Rooboo/Elf olic'lo
4. Tontelizi/Ixdrix


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Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4
Rivani wrote:

Hand: Mutator, Light Crossbow +1, Life Drain, Guard, Father Zantus 2, Venomous Hand Crossbow +1,

Displayed:
Deck: 18 Discard: 6 Buried: 1
Notes: Use blessings or signs as needed. Reroll used: Y
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d12 [X]+1 [X]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Charisma d6 [ ]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard ([ ] or recharge) a spell ([ ] or a boon) to add 1d4 to your Arcane check.
[X] During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.


You leap off the floating boulder before it collides with the fortress, barely scrambling toward one of jagged entrances. Stairs lead from claustrophobic tunnels into an eroded cavern studded with sand-scoured crystals that emit cool, faint light. You have reached the center of the strange fortress only to find a thousand-faceted stone prison covered in runes and riddles. Blasts of refreshing air crack the stone and escape before the surface regenerates, the runes glow once more, and the air attempts to burst free from a different angle.

As if sensing the last of his defenses have almost failed, the evil Elemental Lord Ayrzul has called in extraplanar mercenaries: a band of fiendish ne’er-do-wells known as the Daemon Prayers, led by a powerful ogre general. She has long sought Ayrzul’s patronage, and this is at long last her chance to prove her company’s worth. You’ll need to fend her off, but don’t neglect the strange puzzle prison—perhaps whatever’s trapped within can help you save the day!

All players return to their original tables with the cards they brought. If you have a cohort displayed, put it on top of your deck. If any cards displayed next to your character’s deck belong to another player, put them in that character’s discard pile. Pick up your deck, hand, discard pile, buried cards, character, role, and token cards, and any cards displayed next to your character’s deck, and go to your original table. Place your token at a location of your choice (you may need to wait for your BR to remove the Collapsing Bridges and add in the final locations) and put your other cards in the appropriate places.


During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: To set up this section, first put the Collapsing Bridge and all of the cards from the location decks back in the box. Summon and build the listed location decks and add the villain and henchmen as usual. Each character places his token card at a location. Return the blessings deck and discard pile to the box, then create a new 30-card blessings deck. Keep all other cards where they are (including characters’ hands). Each character shuffles 1d4+1 random cards from his discard pile into his deck.
Instead of your explore step, you may get a piece of the puzzle from the Card Guild organizer. Players may freely discuss and work on the puzzle until the end of Part 3, even if you successfully complete the scenario first. When you believe you have solved the puzzle, report your solution to the Card Guild organizer; if the solution is correct, report 2 successes to the Overseer GM. If the solution is incorrect, you may continue working on the puzzle.
To win the scenario, defeat and corner the villain Mage Ogre.

Additional Rules:

Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Reference Cards:

Ancient Skeleton (Summon)
Spoiler:
Ancient Skeleton
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.

Brimorak (Summon)

Spoiler:
Brimorak
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Goblin Raider (Summon)

Spoiler:
Goblin Raider
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Skinsaw Cultist (Summon)

Spoiler:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Zombie Minion (Summon)

Spoiler:
Zombie Minion
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.

Acquired Cards:

Acolyte (Ally B)
Spoiler:
Acolyte
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Archer (Ally B) x2

Spoiler:
Archer
Ally B
Traits: Elite Human
To Acquire: Dexterity Ranged 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Brodert Quink (Ally 2)

Spoiler:
Brodert Quink
Ally 2
Traits: Human Sage
To Acquire: Charisma Diplomacy Intelligence Knowledge 7
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.

Burglar (Ally B)

Spoiler:
Burglar
Ally B
Traits: Basic Human
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.

Caltrops (Item B)

Spoiler:
Caltrops
Item B
Traits: Basic Object
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Father Zantus (Ally B)

Spoiler:
Father Zantus
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.

Glaive (Weapon B)

Spoiler:
Glaive
Weapon B
Traits: 2-Handed Elite Melee Polearm Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Guide (Ally B) x2

Spoiler:
Guide
Ally B
Traits: Basic Human
To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Ilsoari Gandethus (Ally 1)

Spoiler:
Ilsoari Gandethus
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Light Crossbow +1 (Weapon 2)

Spoiler:
Light Crossbow +1
Weapon 2
Traits: Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.

Potion of Ruggedness (Item 1)

Spoiler:
Potion of Ruggedness
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.

Sage (Ally B)

Spoiler:
Sage
Ally B
Traits: Basic Human Sage
To Acquire: Wisdom 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Soldier (Ally B) x2

Spoiler:
Soldier
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Standard Bearer (Ally B) x2

Spoiler:
Standard Bearer
Ally B
Traits: Basic Human
To Acquire: Constitution 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Token of Remembrance (Item B)

Spoiler:
Token of Remembrance
Item B
Traits: Arcane Divine Magic Object
To Acquire: Intelligence Arcane Wisdom Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Troubadour (Ally B)

Spoiler:
Troubadour
Ally B
Traits: Basic Halfling
To Acquire: Dexterity Acrobatics. 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Wand of Force Missile (Item 1)

Spoiler:
Wand of Force Missile
Item 1
Traits: Arcane Attack Elite Magic Wand
To Acquire: Intelligence Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Random Monsters:

Monster 1
Spoiler:
Goblin Warchanter
Monster 1
Traits: Bard Elite Goblin
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Monster 2

Spoiler:
Giant Hermit Crab
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

Monster 3

Spoiler:
Yeth Hound
Monster 1
Traits: Elite Outsider
To Defeat: Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

Monster 4

Spoiler:
Bunyip
Monster B
Traits: Aquatic Bunyip Elite
To Defeat: Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Monster 5

Spoiler:
Zombie
Monster B
Traits: Basic Undead Zombie
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.

Random Barriers:

Barrier 1
Spoiler:
Skinsaw Ritual
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

Barrier 2

Spoiler:
Falling Bell
Barrier 2
Traits: Elite Obstacle
To Defeat: Dexterity Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Barrier 3

Spoiler:
Skinsaw Ritual
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

Barrier 4

Spoiler:
Ambush
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 5

Spoiler:
Pit of Malfeshnekor
Barrier 1
Traits: Cache
To Defeat: None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.

Random Weapons:

Weapon 1
Spoiler:
Dogslicer
Weapon 1
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.

Weapon 2

Spoiler:
Sickle +1
Weapon 2
Traits: Finesse Knife Magic Melee Slashing
To Acquire: Strength Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.

Weapon 3

Spoiler:
Short Sword
Weapon B
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4

Spoiler:
Returning Throwing Axe +1
Weapon B
Traits: Axe Magic Ranged Slashing
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 5

Spoiler:
Longsword
Weapon B
Traits: Basic Melee Slashing Sword
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:

Spell 1
Spoiler:
Speed
Spell 1
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Guidance
Spell B
Traits: Basic Divine Magic
To Acquire: Wisdom Divine 2
Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
Mirror Image
Spell B
Traits: Arcane Magic
To Acquire: Intelligence Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 4

Spoiler:
Aid
Spell B
Traits: Divine Elite Magic
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Find Traps
Spell B
Traits: Divine Magic
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
Spoiler:
Magic Leather Armor
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 2

Spoiler:
Magic Leather Armor
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Elven Breastplate
Armor 1
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Magic Half-Plate
Armor B
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5

Spoiler:
Magic Chain Mail
Armor B
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:

Item 1
Spoiler:
Potion of Ghostly Form
Item B
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Item 2

Spoiler:
Codex
Item B
Traits: Basic Book
To Acquire: Intelligence Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Item 3

Spoiler:
Spyglass
Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Item 4

Spoiler:
Potion of Gracefulness
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Item 5

Spoiler:
Codex
Item B
Traits: Basic Book
To Acquire: Intelligence Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Random Allies:

Ally 1
Spoiler:
Grizzled Mercenary
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Ally 2

Spoiler:
Shalelu Andosana
Ally B
Traits: Elf Scout
To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Ally 3

Spoiler:
Guide
Ally B
Traits: Basic Human
To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Ally 4

Spoiler:
Archer
Ally B
Traits: Elite Human
To Acquire: Dexterity Ranged 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Ally 5

Spoiler:
Grizzled Mercenary
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Lamashtu
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessing 2

Spoiler:
Blessing of Abadar
Blessing 2
Traits: Abadar Divine
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4

Spoiler:
Blessing of Gorum
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessing 5

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 20 Tontelizi/Izdrix
Top of Blessings Discard Pile:

Blessing of Pharasma:
Blessing of Pharasma
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 29

Blessings Deck Cards/Turn Order:

Blessings Deck Card 2 - Turn 21 Feiya/勝20100

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 3 - Turn 22 Mother Myrtle/Redgar

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 4 - Turn 23 Rooboo/Elf olic'lo

Spoiler:
Blessing of Lamashtu
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 5 - Turn 24 Tontelizi/Izdrix

Spoiler:
Blessing of Abadar
Blessing 2
Traits: Abadar Divine
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 - Turn 25 Feiya/勝20100

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 - Turn 26 Mother Myrtle/Redgar

Spoiler:
Blessing of Torag
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 8 - Turn 27 Rooboo/Elf olic'lo

Spoiler:
Blessing of Gorum
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 9 - Turn 28 Tontelizi/Izdrix

Spoiler:
Blessing of Torag
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 10 - Turn 29 Feiya/勝20100

Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 11 - Turn 30 Mother Myrtle/Redgar

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 12 - Turn 31 Rooboo/Elf olic'lo

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 13 - Turn 32 Tontelizi/Izdrix

Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 14 - Turn 33 Feiya/勝20100

Spoiler:
Blessing of Irori
Blessing B
Traits: Divine Irori
To Acquire: Intelligence 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 15 - Turn 34 Mother Myrtle/Redgar

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 16 - Turn 35 Rooboo/Elf olic'lo

Spoiler:
Blessing of Torag
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 17 - Turn 36 Tontelizi/Izdrix

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 18 - Turn 37 Feiya/勝20100

Spoiler:
Blessing of Abadar
Blessing 2
Traits: Abadar Divine
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 - Turn 38 Mother Myrtle/Redgar

Spoiler:
Blessing of Sarenrae
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 20 - Turn 39 Rooboo/Elf olic'lo

Spoiler:
Blessing of Sarenrae
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 21 - Turn 40 Tontelizi/Izdrix

Spoiler:
Blessing of Calistria
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 41 Feiya/勝20100

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 23 - Turn 42 Mother Myrtle/Redgar

Spoiler:
Blessing of Desna
Blessing B
Traits: Desna Divine
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 24 - Turn 43 Rooboo/Elf olic'lo

Spoiler:
Blessing of Sarenrae
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 44 Tontelizi/Izdrix

Spoiler:
Blessing of Erastil
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 26 - Turn 45 Feiya/勝20100

Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 27 - Turn 46 Mother Myrtle/Redgar

Spoiler:
Blessing of Abadar
Blessing 2
Traits: Abadar Divine
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 28 - Turn 47 Rooboo/Elf olic'lo

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 29 - Turn 48 Tontelizi/Izdrix

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 30 - Turn 49 Feiya/勝20100

Spoiler:
Blessing of Calistria
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Cavern Card 1:
Zombie Horde
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Cavern Card 2:
Scout
Monster B
Traits: Human Ranger Veteran
To Defeat: Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Cavern Card 3:
Goblin Warchanter
Monster 1
Traits: Bard Elite Goblin
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Cavern Card 4:
Light Crossbow
Weapon B
Traits: Basic Bow Piercing Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Cavern Card 5:
Potion of Ghostly Form
Item B
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Cavern Card 6:
Shadow
Monster B
Traits: Incorporeal Undead
To Defeat: Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Cavern Card 7:
Mage Ogre
Villain 2
Type: Monster
Traits: Outsider Giant Ogre Wizard Veteran
To Defeat: Combat 14 THEN Combat 14
The Mage Ogre is immune to the Cold and Electricity traits. The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Acid or Fire trait, add 1 die. Damage dealt by the Mage Ogre is dealt to each character at your location.
Before you act, succeed at an Arcane or Divine check with a difficulty of 9 plus the scenario’s adventure deck number or you may not play spells that have the Attack trait.
If undefeated, the Mage Ogre deals 1d4+1 Cold damage to each character at your location.
Cavern Card 8:
Collapsed Ceiling
Barrier B
Traits: Elite Obstacle Veteran
To Defeat: Dexterity Acrobatics Constitution Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Cavern Card 9:
Acolyte
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Cavern Card 10:
Elven Chain Shirt
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Wounded Lands
Traits: Abyssal
At This Location (Open): When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Wounded Lands Card 1:
Burglar
Ally B
Traits: Basic Human
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Wounded Lands Card 2:
Diseased Rats
Monster 2
Traits: Animal Elite Swarm
To Defeat: Combat 11 OR Dexterity Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Location: When you encounter a bane, you may not play allies on your checks.
Wounded Lands Card 3:
Deathbane Shield
Armor 2
Traits: Magic Offhand Shield
To Acquire: Constitution Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Wounded Lands Card 4:
Ambush
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Location: When you encounter a bane, you may not play allies on your checks.
Wounded Lands Card 5:
Zombie Horde
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Location: When you encounter a bane, you may not play allies on your checks.
Wounded Lands Card 6:
Locked Stone Door
Barrier 2
Traits: Lock Veteran
To Defeat: Dexterity Disable 11 OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Location: When you encounter a bane, you may not play allies on your checks.
Wounded Lands Card 7:
Longsword
Weapon B
Traits: Basic Melee Slashing Sword
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Wounded Lands Card 8:
Thieves' Tools
Item B
Traits: Basic Tool
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Wounded Lands Card 9:
Lightning Elemental
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you encounter a bane, you may not play allies on your checks.
Wounded Lands Card 10:
Ghoul
Monster 2
Traits: Elite Ghoul Undead
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Location: When you encounter a bane, you may not play allies on your checks.

Windswept Chasm
At This Location (Open): All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
At This Location (Closed): No effect.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Arrow Catching Studded Leather
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Windswept Chasm Card 2:
Detect Magic
Spell B
Traits: Arcane Basic Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Windswept Chasm Card 3:
Pit Trap
Barrier B
Traits: Trap
To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Location: All damage dealt is Electricity damage.
Windswept Chasm Card 4:
Traitor
Monster B
Traits: Elite Human
To Defeat: Combat 11
Before the encounter, discard a random ally from your hand.
Location: All damage dealt is Electricity damage.
Windswept Chasm Card 5:
Slashing Blade
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Location: All damage dealt is Electricity damage.
Windswept Chasm Card 6:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Windswept Chasm Card 7:
Lightning Elemental
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: All damage dealt is Electricity damage.
Windswept Chasm Card 8:
Shopkeeper's Daughter
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Windswept Chasm Card 9:
Bastard Sword +1
Weapon 1
Traits: 2-Handed Magic Melee Slashing Sword
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Windswept Chasm Card 10:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Desecrated Vault
At This Location (Open): If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
At This Location (Closed): No effect.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Desecrated Vault Card 1:
Bunyip
Monster B
Traits: Aquatic Bunyip Elite
To Defeat: Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Desecrated Vault Card 2:
Holy Candle
Item B
Traits: Divine Magic Object
To Acquire: Wisdom Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Desecrated Vault Card 3:
Wand of Shield
Item 1
Traits: Arcane Magic Wand
To Acquire: Intelligence Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Desecrated Vault Card 4:
Scout
Monster B
Traits: Human Ranger Veteran
To Defeat: Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Desecrated Vault Card 5:
Cure
Spell B
Traits: Basic Divine Healing Magic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Desecrated Vault Card 6:
Lightning Elemental
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Desecrated Vault Card 7:
Blessing of Irori
Blessing B
Traits: Divine Irori
To Acquire: Intelligence 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Desecrated Vault Card 8:
Goblin Dog
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Desecrated Vault Card 9:
Goblin Pyro
Monster 1
Traits: Elite Goblin Warrior
To Defeat: Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Desecrated Vault Card 10:
Battered Chest
Barrier B
Traits: Cache Elite Lock
To Defeat: Dexterity Disable 10 OR Strength Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Scorched Ruins
At This Location (Open): After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Scorched Ruins Card 1:
Goblin Cutpurse
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Scorched Ruins Card 2:
Enchanter
Monster B
Traits: Human Sorcerer Veteran
To Defeat: Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Scorched Ruins Card 3:
Locked Passage
Barrier B
Traits: Elite Lock
To Defeat: Dexterity Disable 8 OR Strength Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Scorched Ruins Card 4:
Lightning Elemental
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Scorched Ruins Card 5:
Skeleton Horde
Barrier B
Traits: Elite Skirmish Undead
To Defeat: None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Scorched Ruins Card 6:
Dagger
Weapon B
Traits: Basic Knife Piercing Ranged
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Scorched Ruins Card 7:
Half-Plate
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Scorched Ruins Card 8:
Web
Spell 2
Traits: Arcane Attack Elite Magic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Scorched Ruins Card 9:
Wooden Shield
Armor B
Traits: Basic Offhand Shield
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Scorched Ruins Card 10:
Skeleton Horde
Barrier B
Traits: Elite Skirmish Undead
To Defeat: None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.


Fighter

Heal: 1d4 + 1 ⇒ (2) + 1 = 3
Night Watch, Blessing of the Gods, Ilsoari Gandethus

Land at Scorched Ruins

Forgo exploration for a piece of the puzzle

End turn. Reset hand, no change.

Tontelizi wrote:

Hand: Glaive, Sage, Conch Shell, Snake, Shock Glaive +1,

Displayed:
Deck: 12 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Just posting Mother Myrtle's hand (I believe it is Feiya's turn?)

Landing in: Windswept Chasm

Mother Myrtle wrote:

Hand: Life Drain, Noxious Bomb, Burglar*, Potion of Healing, Acid Flask, Cure,

Displayed: Clockwork Spy,
Deck: 10 Discard: 0 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks), and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


Deck Handler Tengu Monk STR d6 | DEX d10+2 (Stealth +4) | CON d6 | INT d8 |WIS d8 (Perception +2) | CHA 1d4

Posting hand (the 1d4 + 1 heal has been done. Just had 1 card in discard before that).

Land in Desecrated Vault.

Rooboo at Desecrated Vault wrote:

Hand:Inflict*, Amulet of Mighty Fists, Sai, Ring of Wave Walking, Athlete,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Feel free to use Ring of Wave Walking to add 3 to Constitution or Fortitude checks at my location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Female Human Witch | Deck Handler

Feiya get some thanks from people she managed to save. One even offer to cure her a bit, which she gladly accept.

Heal: 1d4 + 1 ⇒ (4) + 1 = 5 That’s more than my discard pile.
Go to Wounded Lands

Hour of the Gods
Explore #1 is Burglar
Recharge Token of Remembrance for a −1 vs ally
Diplomacy 5: 1d8 + 2 ⇒ (7) + 2 = 9 acquired

With a bit of concentration, Feiya uses her charm hex and approaches “Hello mister, can I get your help? I need to find treasure.”

Turn’s done

Feiya at Desecrated Vault wrote:

Hand (Size 6): Frigid Blast (Spell), Staff of Cackling Wrath (Item), Wand of Force Missile (Item), Potion of Ruggedness (Item), Life Drain (Spell), Burglar (Ally)

Displayed: Daji
Deck: 18 Discard: 0 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Potion of Ruggedness can be banished to succeed at a Survival check at my location.

Skills and Powers:
Skills

Strength d4
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster , you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.

Favored Card: Spell


Hour of the Gods

Myrtle decides to go to the Scorched Ruins.

Why hello there Tontz! Looks like you've still been banged up a bit. How about a nice restorative spell? Cure 1d4 + 1 ⇒ (1) + 1 = 2

Recharge Cure Knowledge DC 7: 1d8 + 3 ⇒ (1) + 3 = 4

Bother. Looks like you need more healing juice. Potion of Healing 1d4 ⇒ 4

Recharge Potion of Healing Knowledge DC 7: 1d8 + 3 ⇒ (7) + 3 = 10

Hmm. Might as well poke around a little while I'm here...

Goblin Cutpurse!

BYA Wisdom DC 6 1d12 + 1 ⇒ (6) + 1 = 7

Oh no you don't. Get your hands out of my bag!

Combat DC 8 Life Drain 1d12 + 1 + 2d4 + 1d4 ⇒ (2) + 1 + (1, 1) + (1) = 6 Purple dot of shame 1d12 ⇒ 5 for total of 9.

Recharge Life Drain Knowledge DC 7: 1d8 + 3 ⇒ (7) + 3 = 10
Shuffle back in: Cure

Well, I think that's enough excitement for the moment.

Redraw: Blessing of the Elements 1
Lab Coat
Lightning Touch 1

End of Turn Summary:
Heal Tontelizi for 6
Clear card 1 at Scorching Ruins

Mother Myrtle wrote:

Hand: Acid Flask, Noxious Bomb, Burglar*, Blessing of the Elements 1, Lab Coat, Lightning Touch 1,

Displayed: Clockwork Spy,
Deck: 10 Discard: 0 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks), and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


1 person marked this as a favorite.
Deck Handler Tengu Monk STR d6 | DEX d10+2 (Stealth +4) | CON d6 | INT d8 |WIS d8 (Perception +2) | CHA 1d4

Advance Blessings deck: Blessing of Lamashtu.

Explore to find a Bunyip.
Before the encounter check:
Activate 3rd power to use Dexterity
Dexterity DC9: 1d10 + 1 ⇒ (7) + 1 = 8 Fail!

Combat check:
Reveal Sai to activate 1st power.
Reveal
Amulet of Mighty Fists.
Dexterity DC9+1=10: 1d10 + 1 + 1d6 + 1d4 ⇒ (9) + 1 + (4) + (3) = 17 Success!

Got that Bunyip! Mmhh... I feel lucky, however discipline is the way to glory so I need to fix my goods before going ahead.

End of turn.
Discard Inflict.
Draw Quartermaster.

Rooboo at Desecrated Vault wrote:

Hand:Quartermaster, Amulet of Mighty Fists, Sai, Ring of Wave Walking, Athlete,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Feel free to use Ring of Wave Walking to add 3 to Constitution or Fortitude checks at my location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Fighter

Heal from Mother Myrtle: Quartermaster, Merchant, Acolyte, Blessing of the Gods (2), Ranseur
Thanks! Oh, how I've missed this soup....

Hourglass: Blessing of Abadar

Give a card: give Sage to Mother Myrtle
Hey magic guy! I think you'll get along better with her than with me.

Explore: Find Enchanter
Before the encounter, take 1 Force Damage, discard Conch Shell
Reveal Shock Glaive +1 to add 1d10 +1 for combat check
Strength (Melee) DC10: 1d8 + 1d10 + 5 ⇒ (6) + (1) + 5 = 12
Defeat Enchanter
After the encounter, take 1 Fire Damage, discard Snake
Yowch! That hurt, but now you'll never zap anyone again!

Reset hand, draw: Staff of Minor Healing, Longspear, Lucerne Hammer

Summary: Give Sage to Mother Myrtle, defeat an Enchanter

Tontelizi wrote:

Hand: Glaive, Staff of Minor Healing, Longspear, Lucerne Hammer, Shock Glaive +1,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Female Human Witch | Deck Handler

Hour of the Gods

Explore Wounded Lands #2: Diseased Rats
Use power and recharge Potion of Ruggedness for a −2, discard Frost Blast to use Arcane + 2d4
Combat 9: 1d12 + 3 + 2d4 ⇒ (4) + 3 + (4, 3) = 14
Recharge spell
Arcane 6: 1d12 + 3 ⇒ (5) + 3 = 8

Feiya is looking around and gets attacked by rats. She uses a cold spell to freeze the creatures.

End of turn, drawing 2.

Feiya at Desecrated Vault wrote:

Hand (Size 6): Staff of Cackling Wrath (Item), Wand of Force Missile (Item), Life Drain (Spell), Burglar (Ally), Soldier (Ally), Apprentice (Ally)

Displayed: Daji
Deck: 18 Discard: 0 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.

Skills and Powers:
Skills

Strength d4
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.

Favored Card: Spell


Hour of Torag

Locked Passage discard BotElements Dex = DC 8 1d4 + 1d10 + 1d4 ⇒ (1) + (10) + (1) = 12

Examine top card: Lighting Elemental!

Uh-oh. That looks unpleasant... and it is immune to my combat tricks!

I say there dearie, my soup needs a stir, if you don't mind? Use Tontz' Staff of Minor Healing to stir the soup and shuffle in my Blessing of the Elements, if that's ok?

Discard useless junk: Noxious Bomb and Lightning Touch 1 and Acid Flask

Redraw: Guide*
Alchemists Fire 1
Life Drain
Alchemists Fire 2

End of Turn Summary:
Card 3 at Scorching Ruin resolved.
Card 4 examined: Henchman now on top.

Mother Myrtle wrote:

Hand: Sage T*, Lab Coat, Guide*, Alchemists Fire 1, Life Drain, Alchemists Fire 2,

Displayed: Clockwork Spy,
Deck: 7 Discard: 3 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks), and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.


1 person marked this as a favorite.
Deck Handler Tengu Monk STR d6 | DEX d10+2 (Stealth +4) | CON d6 | INT d8 |WIS d8 (Perception +2) | CHA 1d4

Hour of Gorum

Explore to find a Holy Canlde.
Activate 3rd power to use Dexterity skill to acquire item
Recharge Quartermaster to add 1d8 to check.
Dexterity DC10: 1d10 + 1 + 1d8 ⇒ (7) + 1 + (8) = 16 Success!

Mmhh... I like candles, I like scented canldes, but god I love holy candles.

Bury Holy Candle.
Holy Candle: 1d6 ⇒ 5

This should give us some time to spend on clues.

End turn.
Draw Nunchaku + 1.

Rooboo at Desecrated Vault wrote:

Hand:Nunchaku + 1, Amulet of Mighty Fists, Sai, Ring of Wave Walking, Athlete,

Displayed:
Deck: 10 Discard: 1 Buried: 1
Notes: Feel free to use Ring of Wave Walking to add 3 to Constitution or Fortitude checks at my location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Fighter

Recharge Staff of Minor Healing for Mother Myrtle:
Always happy to help! Now, just a little taste while she's not looking....

Hourglass: Blessing of Shuffles

Move to Desecrated Vault
Hello Rooboo, my spear is at your service!

Forgo exploration to search for clues and acquire a puzzle piece
Hmm, there seems to be something else written here. I wonder what it means?

Reset hand, draw: Blessing of the Gods

Tontelizi wrote:

Hand: Glaive, Blessing of the Gods (2), Longspear, Lucerne Hammer, Shock Glaive +1,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Feel free to use my blessing on close checks, villains, or henchmen
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: To set up this section, first put the Collapsing Bridge and all of the cards from the location decks back in the box. Summon and build the listed location decks and add the villain and henchmen as usual. Each character places his token card at a location. Return the blessings deck and discard pile to the box, then create a new 30-card blessings deck. Keep all other cards where they are (including characters’ hands). Each character shuffles 1d4+1 random cards from his discard pile into his deck.
Instead of your explore step, you may get a piece of the puzzle from the Card Guild organizer. Players may freely discuss and work on the puzzle until the end of Part 3, even if you successfully complete the scenario first. When you believe you have solved the puzzle, report your solution to the Card Guild organizer; if the solution is correct, report 2 successes to the Overseer GM. If the solution is incorrect, you may continue working on the puzzle.
To win the scenario, defeat and corner the villain Mage Ogre.

Additional Rules:

Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Reference Cards:

Ancient Skeleton (Summon)
Spoiler:
Ancient Skeleton
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.

Brimorak (Summon)

Spoiler:
Brimorak
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Goblin Raider (Summon)

Spoiler:
Goblin Raider
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Skinsaw Cultist (Summon)

Spoiler:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Zombie Minion (Summon)

Spoiler:
Zombie Minion
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.

Acquired Cards:

Acolyte (Ally B)
Spoiler:
Acolyte
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Archer (Ally B) x2

Spoiler:
Archer
Ally B
Traits: Elite Human
To Acquire: Dexterity Ranged 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Brodert Quink (Ally 2)

Spoiler:
Brodert Quink
Ally 2
Traits: Human Sage
To Acquire: Charisma Diplomacy Intelligence Knowledge 7
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.

Burglar (Ally B) x2

Spoiler:
Burglar
Ally B
Traits: Basic Human
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.

Caltrops (Item B)

Spoiler:
Caltrops
Item B
Traits: Basic Object
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Father Zantus (Ally B)

Spoiler:
Father Zantus
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.

Glaive (Weapon B)

Spoiler:
Glaive
Weapon B
Traits: 2-Handed Elite Melee Polearm Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Guide (Ally B) x2

Spoiler:
Guide
Ally B
Traits: Basic Human
To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Holy Candle (Item B)

Spoiler:
Holy Candle
Item B
Traits: Divine Magic Object
To Acquire: Wisdom Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

Ilsoari Gandethus (Ally 1)

Spoiler:
Ilsoari Gandethus
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Light Crossbow +1 (Weapon 2)

Spoiler:
Light Crossbow +1
Weapon 2
Traits: Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.

Potion of Ruggedness (Item 1)

Spoiler:
Potion of Ruggedness
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.

Sage (Ally B)

Spoiler:
Sage
Ally B
Traits: Basic Human Sage
To Acquire: Wisdom 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Soldier (Ally B) x2

Spoiler:
Soldier
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Standard Bearer (Ally B) x2

Spoiler:
Standard Bearer
Ally B
Traits: Basic Human
To Acquire: Constitution 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Token of Remembrance (Item B)

Spoiler:
Token of Remembrance
Item B
Traits: Arcane Divine Magic Object
To Acquire: Intelligence Arcane Wisdom Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Troubadour (Ally B)

Spoiler:
Troubadour
Ally B
Traits: Basic Halfling
To Acquire: Dexterity Acrobatics. 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Wand of Force Missile (Item 1)

Spoiler:
Wand of Force Missile
Item 1
Traits: Arcane Attack Elite Magic Wand
To Acquire: Intelligence Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Random Monsters:

Monster 1
Spoiler:
Goblin Warchanter
Monster 1
Traits: Bard Elite Goblin
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Monster 2

Spoiler:
Giant Hermit Crab
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

Monster 3

Spoiler:
Yeth Hound
Monster 1
Traits: Elite Outsider
To Defeat: Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

Monster 4

Spoiler:
Bunyip
Monster B
Traits: Aquatic Bunyip Elite
To Defeat: Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Monster 5

Spoiler:
Zombie
Monster B
Traits: Basic Undead Zombie
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.

Random Barriers:

Barrier 1
Spoiler:
Skinsaw Ritual
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

Barrier 2

Spoiler:
Falling Bell
Barrier 2
Traits: Elite Obstacle
To Defeat: Dexterity Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Barrier 3

Spoiler:
Skinsaw Ritual
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

Barrier 4

Spoiler:
Ambush
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 5

Spoiler:
Pit of Malfeshnekor
Barrier 1
Traits: Cache
To Defeat: None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.

Random Weapons:

Weapon 1
Spoiler:
Dogslicer
Weapon 1
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.

Weapon 2

Spoiler:
Sickle +1
Weapon 2
Traits: Finesse Knife Magic Melee Slashing
To Acquire: Strength Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.

Weapon 3

Spoiler:
Short Sword
Weapon B
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4

Spoiler:
Returning Throwing Axe +1
Weapon B
Traits: Axe Magic Ranged Slashing
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 5

Spoiler:
Longsword
Weapon B
Traits: Basic Melee Slashing Sword
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:

Spell 1
Spoiler:
Speed
Spell 1
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Guidance
Spell B
Traits: Basic Divine Magic
To Acquire: Wisdom Divine 2
Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
Mirror Image
Spell B
Traits: Arcane Magic
To Acquire: Intelligence Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 4

Spoiler:
Aid
Spell B
Traits: Divine Elite Magic
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Find Traps
Spell B
Traits: Divine Magic
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
Spoiler:
Magic Leather Armor
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 2

Spoiler:
Magic Leather Armor
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Elven Breastplate
Armor 1
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Magic Half-Plate
Armor B
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5

Spoiler:
Magic Chain Mail
Armor B
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:

Item 1
Spoiler:
Potion of Ghostly Form
Item B
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Item 2

Spoiler:
Codex
Item B
Traits: Basic Book
To Acquire: Intelligence Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Item 3

Spoiler:
Spyglass
Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Item 4

Spoiler:
Potion of Gracefulness
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Item 5

Spoiler:
Codex
Item B
Traits: Basic Book
To Acquire: Intelligence Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Random Allies:

Ally 1
Spoiler:
Grizzled Mercenary
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Ally 2

Spoiler:
Shalelu Andosana
Ally B
Traits: Elf Scout
To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Ally 3

Spoiler:
Guide
Ally B
Traits: Basic Human
To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Ally 4

Spoiler:
Archer
Ally B
Traits: Elite Human
To Acquire: Dexterity Ranged 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Ally 5

Spoiler:
Grizzled Mercenary
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Lamashtu
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessing 2

Spoiler:
Blessing of Abadar
Blessing 2
Traits: Abadar Divine
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4

Spoiler:
Blessing of Gorum
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessing 5

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 29 Feiya/勝20100
Top of Blessings Discard Pile:

Blessing of Sarenrae:
Blessing of Sarenrae
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Remaining: 24

Blessings Deck Cards/Turn Order:

Blessings Deck Card 2 - Turn 30 Mother Myrtle/Redgar

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 3 - Turn 31 Rooboo/Elf olic'lo

Spoiler:
Blessing of Calistria
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 4 - Turn 32 Tontelizi/Izdrix

Spoiler:
Blessing of Irori
Blessing B
Traits: Divine Irori
To Acquire: Intelligence 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 5 - Turn 33 Feiya/勝20100

Spoiler:
Blessing of Sarenrae
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 6 - Turn 34 Mother Myrtle/Redgar

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 - Turn 35 Rooboo/Elf olic'lo

Spoiler:
Blessing of Abadar
Blessing 2
Traits: Abadar Divine
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 - Turn 36 Tontelizi/Izdrix

Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 9 - Turn 37 Feiya/勝20100

Spoiler:
Blessing of Calistria
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 10 - Turn 38 Mother Myrtle/Redgar

Spoiler:
Blessing of Abadar
Blessing 2
Traits: Abadar Divine
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 - Turn 39 Rooboo/Elf olic'lo

Spoiler:
Blessing of Erastil
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 12 - Turn 40 Tontelizi/Izdrix

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 13 - Turn 41 Feiya/勝20100

Spoiler:
Blessing of Gorum
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 14 - Turn 42 Mother Myrtle/Redgar

Spoiler:
Blessing of Desna
Blessing B
Traits: Desna Divine
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 15 - Turn 43 Rooboo/Elf olic'lo

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 16 - Turn 44 Tontelizi/Izdrix

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 17 - Turn 45 Feiya/勝20100

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 18 - Turn 46 Mother Myrtle/Redgar

Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 19 - Turn 47 Rooboo/Elf olic'lo

Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 20 - Turn 48 Tontelizi/Izdrix

Spoiler:
Blessing of Torag
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 21 - Turn 49 Feiya/勝20100

Spoiler:
Blessing of Sarenrae
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 50 Mother Myrtle/Redgar

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 23 - Turn 51 Rooboo/Elf olic'lo

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 24 - Turn 52 Tontelizi/Izdrix

Spoiler:
Blessing of Torag
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 53 Feiya/勝20100

Spoiler:
Blessing of Torag
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Cavern Card 1:
Zombie Horde
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Cavern Card 2:
Scout
Monster B
Traits: Human Ranger Veteran
To Defeat: Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Cavern Card 3:
Goblin Warchanter
Monster 1
Traits: Bard Elite Goblin
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Cavern Card 4:
Light Crossbow
Weapon B
Traits: Basic Bow Piercing Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Cavern Card 5:
Potion of Ghostly Form
Item B
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Cavern Card 6:
Shadow
Monster B
Traits: Incorporeal Undead
To Defeat: Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Cavern Card 7:
Mage Ogre
Villain 2
Type: Monster
Traits: Outsider Giant Ogre Wizard Veteran
To Defeat: Combat 14 THEN Combat 14
The Mage Ogre is immune to the Cold and Electricity traits. The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Acid or Fire trait, add 1 die. Damage dealt by the Mage Ogre is dealt to each character at your location.
Before you act, succeed at an Arcane or Divine check with a difficulty of 9 plus the scenario’s adventure deck number or you may not play spells that have the Attack trait.
If undefeated, the Mage Ogre deals 1d4+1 Cold damage to each character at your location.
Cavern Card 8:
Collapsed Ceiling
Barrier B
Traits: Elite Obstacle Veteran
To Defeat: Dexterity Acrobatics Constitution Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Cavern Card 9:
Acolyte
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Cavern Card 10:
Elven Chain Shirt
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Wounded Lands
Traits: Abyssal
At This Location (Open): When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
At This Location (Closed): No effect.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Feiya/勝20100

Wounded Lands Card 1:
Deathbane Shield
Armor 2
Traits: Magic Offhand Shield
To Acquire: Constitution Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Wounded Lands Card 2:
Ambush
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Location: When you encounter a bane, you may not play allies on your checks.
Wounded Lands Card 3:
Zombie Horde
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Location: When you encounter a bane, you may not play allies on your checks.
Wounded Lands Card 4:
Locked Stone Door
Barrier 2
Traits: Lock Veteran
To Defeat: Dexterity Disable 11 OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Location: When you encounter a bane, you may not play allies on your checks.
Wounded Lands Card 5:
Longsword
Weapon B
Traits: Basic Melee Slashing Sword
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Wounded Lands Card 6:
Thieves' Tools
Item B
Traits: Basic Tool
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Wounded Lands Card 7:
Lightning Elemental
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you encounter a bane, you may not play allies on your checks.
Wounded Lands Card 8:
Ghoul
Monster 2
Traits: Elite Ghoul Undead
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Location: When you encounter a bane, you may not play allies on your checks.

Windswept Chasm
At This Location (Open): All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
At This Location (Closed): No effect.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Arrow Catching Studded Leather
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Windswept Chasm Card 2:
Detect Magic
Spell B
Traits: Arcane Basic Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Windswept Chasm Card 3:
Pit Trap
Barrier B
Traits: Trap
To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Location: All damage dealt is Electricity damage.
Windswept Chasm Card 4:
Traitor
Monster B
Traits: Elite Human
To Defeat: Combat 11
Before the encounter, discard a random ally from your hand.
Location: All damage dealt is Electricity damage.
Windswept Chasm Card 5:
Slashing Blade
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Location: All damage dealt is Electricity damage.
Windswept Chasm Card 6:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Windswept Chasm Card 7:
Lightning Elemental
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: All damage dealt is Electricity damage.
Windswept Chasm Card 8:
Shopkeeper's Daughter
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Windswept Chasm Card 9:
Bastard Sword +1
Weapon 1
Traits: 2-Handed Magic Melee Slashing Sword
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Windswept Chasm Card 10:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Desecrated Vault
At This Location (Open): If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Rooboo/Elf olic'lo, Tontelizi/Izdrix

Desecrated Vault Card 1:
Wand of Shield
Item 1
Traits: Arcane Magic Wand
To Acquire: Intelligence Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Desecrated Vault Card 2:
Scout
Monster B
Traits: Human Ranger Veteran
To Defeat: Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Desecrated Vault Card 3:
Cure
Spell B
Traits: Basic Divine Healing Magic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Desecrated Vault Card 4:
Lightning Elemental
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Desecrated Vault Card 5:
Blessing of Irori
Blessing B
Traits: Divine Irori
To Acquire: Intelligence 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Desecrated Vault Card 6:
Goblin Dog
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Desecrated Vault Card 7:
Goblin Pyro
Monster 1
Traits: Elite Goblin Warrior
To Defeat: Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Desecrated Vault Card 8:
Battered Chest
Barrier B
Traits: Cache Elite Lock
To Defeat: Dexterity Disable 10 OR Strength Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Scorched Ruins
At This Location (Open): After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mother Myrtle/Redgar

Scorched Ruins Card 1 (Lightning Elemental):
Lightning Elemental
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Scorched Ruins Card 2:
Skeleton Horde
Barrier B
Traits: Elite Skirmish Undead
To Defeat: None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Scorched Ruins Card 3:
Dagger
Weapon B
Traits: Basic Knife Piercing Ranged
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Scorched Ruins Card 4:
Half-Plate
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Scorched Ruins Card 5:
Web
Spell 2
Traits: Arcane Attack Elite Magic
To Acquire: Intelligence Arcane 6
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Scorched Ruins Card 6:
Wooden Shield
Armor B
Traits: Basic Offhand Shield
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Scorched Ruins Card 7:
Skeleton Horde
Barrier B
Traits: Elite Skirmish Undead
To Defeat: None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.


Female Human Witch | Deck Handler

Hour of Serenrae
Explore card #1: Deathbane Shield (Armor 2)
Autofail check.

Feiya finds a shield but it's too heavy so she discards it.

Discard Soldier to explore. #2 is Ambush
Recharge Burglar for an extra d10, use power and recharge Wand of Force Missile by 2
Wisdom 7: 1d8 + 1d10 ⇒ (7) + (1) = 8
Use free explore from defeat.
Card #3 is Zombie Horde
Everyone faces a zombie
Discard Life Drain, recharge apprentice for a −1
Combat 8: 1d12 + 3 + 2d4 ⇒ (3) + 3 + (4, 4) = 14
Recharge
Arcane 9: 1d12 + 3 ⇒ (9) + 3 = 12
Only soldier to heal, so healed in
Whatever everyone result on the zombie, will end turn there.

The burglar warns Feiya of an ambush so she prepares herself. Zombies starts attacking everyone so she uses her favorite spell, Life Drain and bolster herself.

Feiya at Desecrated Vault wrote:

Hand (Size 6): Staff of Cackling Wrath (Item), Apprentice (Ally), Blessing of the Spellbound (Blessing), Caltrops (Item), Burglar (Ally), Wand of Force Missile (Item)

Displayed: Daji
Deck: 18 Discard: 0 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Potion of Ruggedness can be banished to succeed at a Survival check at my location.

Skills and Powers:
Skills

Strength d4
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.

Favored Card: Spell


Off-turn: Zombie!

Combat DC 9 1d4 + 2d6 + 1d12 + 3 ⇒ (3) + (4, 2) + (3) + 3 = 15

Alchemists Fire 1 + Lab Coat kicker

Recharge Alchemists Fire Knowledge DC 7: 1d8 + 3 ⇒ (5) + 3 = 8
Recharge Lab Coat Craft DC 9 1d12 + 3 ⇒ (10) + 3 = 13

Hour of the Gods

Hey, where did everyone go? I feel like I'd have to pick up some Weapons around here, and I'm not too good at that...

Move to Desecrated Vault

Wand of Shield Ah, a handy backsratcher! Arcane DC 7 1d8 + 1 ⇒ (8) + 1 = 9 I'll keep hold of this for now.

Fezzick, are there rocks ahead? Discard Guide to explore

Scout

BYA Damage 1d4 - 1 ⇒ (4) - 1 = 3 Ouch! You twerp Bury Wand of Shield, recharge check Arcane DC 8: 1d8 + 1 ⇒ (7) + 1 = 8 Discard: Sage T*

Combat 8 + 2 = DC 10 Alchemist's Fire, kicking Life Drain 1d12 + 3 + 2d6 + 1d4 + 1d4 ⇒ (1) + 3 + (5, 6) + (1) + (3) = 19

Recharge Alchemists Fire Knowledge DC 7: 1d8 + 3 ⇒ (6) + 3 = 9
Recharge Life Drain Craft DC 9 1d12 + 3 ⇒ (12) + 3 = 15

Phew! That was exhausting. Better stop to check on my cauldron: I think my next vat of soup is up!

Redraw: whole hand below

End of Turn Summary:
Cards 1-2 cleared at Desecrated Vault.
Item 1 Acquired (Wand of Shield)

[ooc]Note: I have buckets of healing, both my blessings, and no combat cards. Next turn will probably therefore be a Clue turn for me. If folks could use at least 2 cards, that would be great, as my Alchemist's Fire is card #2 in my deck right now... .

Mother Myrtle wrote:

Hand: Anesthetizing Slime, Stained Glass Elemental, Blessing of the Elements 2, Cure, Potion of Healing, Blessing of the Elements 1,

Displayed: Clockwork Spy,
Deck: 6 Discard: 5 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks), and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.


Fighter

Encounter Zombie Minion
Reveal Shock Glaive +1[/ooc] to add 1d10 +1 for combat check[/ooc]
Strength (Melee) DC9: 1d8 + 1d10 + 5 ⇒ (4) + (8) + 5 = 17
Defeat Zombie Minion


1 person marked this as a favorite.
Deck Handler Tengu Monk STR d6 | DEX d10+2 (Stealth +4) | CON d6 | INT d8 |WIS d8 (Perception +2) | CHA 1d4

Out of turn.
Summon and encounter Zombie Minion.
Reveal Nunchaku + 1 to use Dexterity + 1d6 + 1
Get Tontelizi's help for + 1d4.
Dexterity DC9: 1d10 + 1 + 1d6 + 1 + 1d4 ⇒ (1) + 1 + (5) + 1 + (1) = 9 Success! Even though I rolled two 1's.

Thank you Tontelizi, couldn't have done it without your help.

Beginning of turn.
Advance Blessings deck: Blessing of Calistria.

I think that I've got my goodies ready to face that darn elemental.

Move to Scorched Ruins.

Explore:Lightning Elemental.

Well, Tontelizi can't help me here but I know that Mother Myrlte got some tricks under that robe.

Reveal Nunchaku + 1 to use Dexterity + 1d6 + 1.
Mother Myrtle recharges Blessing of the Elements for +1d10.
Reveal Amulet of Mighty Fists for +1d4.
Dexterity DC17: 2d10 + 1 + 1d6 + 1 + 1d4 ⇒ (6, 10) + 1 + (2) + 1 + (4) = 24 Success!

Nothing can beat a well prepared and disciplined monk!

Close Location.
Summon and acquire a random weapon from the box: Dogslicer.
Recharge Athlete for +1d6.
Strength DC7: 2d6 ⇒ (3, 4) = 7 Success!

Scorched Ruins closed!

End of turn.
Discard Dogslicer.
Draw Blessing of the Gods 1.

Rooboo at Scorched Ruins wrote:

Hand:Nunchaku + 1, Amulet of Mighty Fists, Sai, Ring of Wave Walking, Blessing of the Gods 1,

Displayed:
Deck: 10 Discard: 2 Buried: 1
Notes: Feel free to use Ring of Wave Walking to add 3 to Constitution or Fortitude checks at my location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of Irori

Forgo exploration again to reveal another puzzle piece
I think we've got all these weird words figured out! But it seems like there's still more messages around here.

Reset hand, no change.

Tontelizi wrote:

Hand: Glaive, Blessing of the Gods (2), Longspear, Lucerne Hammer, Shock Glaive +1,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Feel free to use my blessing on close checks, villains, or henchmen
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Female Human Witch | Deck Handler

Feiya starts looking around for another clue.

See previous post for hand


Hour of the Gods

I think I hear whispers on the wind... Move to Windswept Chasm

Arrowcatching Studded Leather Armour 1d8 + 1 ⇒ (4) + 1 = 5

Really not my style. Slimey, what have you found?

Anesthetizing Slime to Explore

Detect Magic Wisdom DC 2 auto-succeed 1d12 + 1 ⇒ (1) + 1 = 2

Now this is more like it.

Recharge Slime: Knowledge DC 7 1d8 + 3 ⇒ (8) + 3 = 11

Oh whispering wind, tell me of the way ahead? Detect Magic to examine:

Pit Trap

Recharge Detect Magic: Knowledge DC 7 1d8 + 3 ⇒ (3) + 3 = 6

I think I'll need to prepare for a running start

Redraw:
Burgler*
Alchemists Fire 1

End of Turn Summary:
Windswept Chasm: Cards 1-2 dealt w/, Card 3 examined (pit trap).
Spell B Acquired (Detect Magic)

Mother Myrtle wrote:

Hand: Cure, Stained Glass Elemental, Blessing of the Elements 2, Potion of Healing, Burgler*, Alchemists Fire 1,

Displayed: Clockwork Spy,
Deck: 6 Discard: 6 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks), and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.


Deck Handler Tengu Monk STR d6 | DEX d10+2 (Stealth +4) | CON d6 | INT d8 |WIS d8 (Perception +2) | CHA 1d4

Advance Blessings deck: Blessing of Abadar

Move to Desectrated Vault.

Explore to find a Cure.

Mmmhh... interesting find here, I've never used this kind of magic but I've seen Mother Myrtle and Feiya do so. Maybe I can try something like this... maybe if I focus on magical thoughts...what do you think Tontelizi? Both warriors scratch their heads and approach a mystical gem with their weapons drawn.

Discard Blessing of the Gods 1.
Wisdom DC6: 2d8 ⇒ (2, 6) = 8

After a couple of minutes of studying the gem...Puff! Haha! I understand now, if we offer this gem to Irori as a gift, she will heal our wounded bodies. We just got ourselves a cure. My mind is exhausted though.

End of turn.

Rooboo at Desecrated Vault wrote:

Hand:Nunchaku + 1, Amulet of Mighty Fists, Sai, Ring of Wave Walking, Cure,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: Feel free to use Ring of Wave Walking to add 3 to Constitution or Fortitude checks at my location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Fighter

Hourglass: Blessing of Shelyn

Encounter Lightning Elemental
Reveal and recharge Lucerne Hammer to add 1d12 + 1d8
Discard Blessing of the Gods to add 1d8
Strength (Melee) DC17: 3d8 + 1d12 + 4 ⇒ (7, 8, 8) + (9) + 4 = 36
Defeat Lightning Elemental

Reset hand, draw: Blessing of Gorum, Ranseur

Tontelizi wrote:

Hand: Glaive, Blessing of Gorum, Longspear, Ranseur, Shock Glaive +1,

Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes: Feel free to use my blessing on close checks, villains, or henchmen
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Fighter

Attempt to close location, as only the person who defeated the henchman may try
Wisdom DC6: 1d8 ⇒ 6
Success! Recharge Conch Shell


Female Human Witch | Deck Handler

Hour of Serenrae

Explore: #4 is Locked Stone Door
Recharge Burglar for a d10 against the barrier
Dexterity 13: 1d8 + 1d10 ⇒ (4) + (8) = 12

Feiya asks her burglar friend to open the locket door in front of her but he doesn’t manage to do it so she starts looking elsewhere.

Discard Apprentice to explore
Next card: 1d5 + 3 ⇒ (3) + 3 = 6 Thieves' Tools
Dexterity 4: 1d8 ⇒ 2 banished

Feiya finds some thieves’ tools but after looking at them and her inability to pick lock she speaks to Daji “I don’t think that would have helped against that locked door before”.

End turn, drawing cards

Feiya at Desecrated Vault wrote:

Hand (Size 6): Staff of Cackling Wrath (Item), Blessing of the Spellbound (Blessing), Caltrops (Item), Wand of Force Missile (Item), Good Omen (Spell), Fox (Ally)

Displayed: Daji
Deck: 17 Discard: 1 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Good Omen can be used to add 3 to check to acquire or close location

Skills and Powers:
Skills

Strength d4
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.

Favored Card: Spell


Hour of the

Pit Trap Give me a boost, friend! Recharge Burgler Wisdom DC 7 1d12 + 1 + 1d10 ⇒ (11) + 1 + (4) = 16

And clear! Lets see what's on the other side... Barrier defeat Explore

Traitor Curse your sudden but inevitable betrayal! Discard: Stained Glass Elemental

Combat DC 11 There's a special fiery place for traitors... Use: Alchemist's Fire 1, kicker: BotElements 1d4 + 2d6 + 1d12 + 3 ⇒ (2) + (6, 3) + (9) + 3 = 23

Recharge: Alchemist's Fire 1 Knowledge DC 7 1d8 + 3 ⇒ (4) + 3 = 7
Recharge: BotElements Craft DC 9 1d12 + 3 ⇒ (3) + 3 = 6

Soups up... but I'm the only one here. Ah well. Physician, heal thy self! Cure 1d4 + 1 ⇒ (2) + 1 = 3 = Acid Flask, Detect Magic Guide. :(

Recharge: Cure Knowledge DC 7 1d8 + 3 ⇒ (4) + 3 = 7

Hmm, a little salty. Lets try it now. Potion of Healing

Recharge: Potion of Healing Knowledge DC 7 1d8 + 3 ⇒ (3) + 3 = 6
1d4 ⇒ 3 = Sage T*, Potion of Healing, Stained Glass Elemental

All this cooking made me hungry.

Redraw: entire hand below

End of Turn Summary:
At Windswept Chasm, Cards 3-4 resolved

Mother Myrtle wrote:

Hand: Lab Coat, Burgler*, Sage*, Alchemists Fire 2, Alchemists Fire 1, Anesthetizing Slime,

Displayed: Clockwork Spy,
Deck: 10 Discard: 3 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks), and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
<Power 4>
<Power 5>


During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: To set up this section, first put the Collapsing Bridge and all of the cards from the location decks back in the box. Summon and build the listed location decks and add the villain and henchmen as usual. Each character places his token card at a location. Return the blessings deck and discard pile to the box, then create a new 30-card blessings deck. Keep all other cards where they are (including characters’ hands). Each character shuffles 1d4+1 random cards from his discard pile into his deck.
Instead of your explore step, you may get a piece of the puzzle from the Card Guild organizer. Players may freely discuss and work on the puzzle until the end of Part 3, even if you successfully complete the scenario first. When you believe you have solved the puzzle, report your solution to the Card Guild organizer; if the solution is correct, report 2 successes to the Overseer GM. If the solution is incorrect, you may continue working on the puzzle.
To win the scenario, defeat and corner the villain Mage Ogre.

Additional Rules:

Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Reference Cards:

Ancient Skeleton (Summon)
Spoiler:
Ancient Skeleton
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.

Brimorak (Summon)

Spoiler:
Brimorak
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Goblin Raider (Summon)

Spoiler:
Goblin Raider
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Skinsaw Cultist (Summon)

Spoiler:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Zombie Minion (Summon)

Spoiler:
Zombie Minion
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.

Acquired Cards:

Acolyte (Ally B)
Spoiler:
Acolyte
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Archer (Ally B) x2

Spoiler:
Archer
Ally B
Traits: Elite Human
To Acquire: Dexterity Ranged 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Brodert Quink (Ally 2)

Spoiler:
Brodert Quink
Ally 2
Traits: Human Sage
To Acquire: Charisma Diplomacy Intelligence Knowledge 7
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.

Burglar (Ally B) x2

Spoiler:
Burglar
Ally B
Traits: Basic Human
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.

Caltrops (Item B)

Spoiler:
Caltrops
Item B
Traits: Basic Object
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Cure (Spell B)

Spoiler:
Cure
Spell B
Traits: Basic Divine Healing Magic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Detect Magic (Spell B)

Spoiler:
Detect Magic
Spell B
Traits: Arcane Basic Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Dogslicer (Weapon 1)

Spoiler:
Dogslicer
Weapon 1
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.

Father Zantus (Ally B)

Spoiler:
Father Zantus
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.

Glaive (Weapon B)

Spoiler:
Glaive
Weapon B
Traits: 2-Handed Elite Melee Polearm Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Guide (Ally B) x2

Spoiler:
Guide
Ally B
Traits: Basic Human
To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Holy Candle (Item B)

Spoiler:
Holy Candle
Item B
Traits: Divine Magic Object
To Acquire: Wisdom Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

Ilsoari Gandethus (Ally 1)

Spoiler:
Ilsoari Gandethus
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Light Crossbow +1 (Weapon 2)

Spoiler:
Light Crossbow +1
Weapon 2
Traits: Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.

Potion of Ruggedness (Item 1)

Spoiler:
Potion of Ruggedness
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.

Sage (Ally B)

Spoiler:
Sage
Ally B
Traits: Basic Human Sage
To Acquire: Wisdom 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Soldier (Ally B) x2

Spoiler:
Soldier
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Standard Bearer (Ally B) x2

Spoiler:
Standard Bearer
Ally B
Traits: Basic Human
To Acquire: Constitution 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Token of Remembrance (Item B)

Spoiler:
Token of Remembrance
Item B
Traits: Arcane Divine Magic Object
To Acquire: Intelligence Arcane Wisdom Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Troubadour (Ally B)

Spoiler:
Troubadour
Ally B
Traits: Basic Halfling
To Acquire: Dexterity Acrobatics. 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Wand of Force Missile (Item 1)

Spoiler:
Wand of Force Missile
Item 1
Traits: Arcane Attack Elite Magic Wand
To Acquire: Intelligence Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Wand of Shield (Item 1)

Spoiler:
Wand of Shield
Item 1
Traits: Arcane Magic Wand
To Acquire: Intelligence Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Random Monsters:

Monster 1
Spoiler:
Cultist
Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

Monster 2

Spoiler:
Sneak
Monster B
Traits: Human Rogue Veteran
To Defeat: Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Monster 3

Spoiler:
Goblin Commando
Monster B
Traits: Elite Goblin Ranger
To Defeat: Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Monster 4

Spoiler:
Yeth Hound
Monster 1
Traits: Elite Outsider
To Defeat: Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

Monster 5

Spoiler:
Spectre
Monster B
Traits: Elite Incorporeal Undead
To Defeat: Combat 11 OR Wisdom Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Random Barriers:

Barrier 1
Spoiler:
Trapped Passageway
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.

Barrier 2

Spoiler:
Explosive Runes
Barrier B
Traits: Arcane Magic Trap Veteran
To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Barrier 3

Spoiler:
Ambush
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 4

Spoiler:
Zombie Horde
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Barrier 5

Spoiler:
Goblin Raid
Barrier 1
Traits: Basic Goblin Skirmish
To Defeat: None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Random Weapons:

Weapon 1
Spoiler:
Dogslicer +1
Weapon 1
Traits: Finesse Magic Melee Piercing Sword
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Weapon 2

Spoiler:
Short Sword
Weapon B
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 3

Spoiler:
Longspear
Weapon B
Traits: 2-Handed Basic Melee Piercing Spear
To Acquire: Strength Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Weapon 4

Spoiler:
Heavy Pick +1
Weapon 2
Traits: Magic Melee Pick Piercing
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Weapon 5

Spoiler:
Scimitar
Weapon B
Traits: Elite Finesse Melee Slashing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:

Spell 1
Spoiler:
Strength
Spell B
Traits: Arcane Basic Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Spell 2

Spoiler:
Mirror Image
Spell B
Traits: Arcane Magic
To Acquire: Intelligence Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
Consecration
Spell 2
Traits: Divine Magic
To Acquire: Wisdom Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Spell 4

Spoiler:
Frost Ray
Spell 1
Traits: Arcane Attack Cold Magic
To Acquire: Intelligence Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Force Missile
Spell B
Traits: Arcane Attack Basic Force Magic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
Spoiler:
Chain Mail
Armor B
Traits: Basic Heavy Armor
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 2

Spoiler:
Arrow Catching Studded Leather
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Hide Armor of Fire Resistance
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Magic Leather Armor
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 5

Spoiler:
Shield of Fire Resistance
Armor 1
Traits: Magic Offhand Shield
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Random Items:

Item 1
Spoiler:
Thieves' Tools
Item B
Traits: Basic Tool
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Item 2

Spoiler:
Potion of Healing
Item B
Traits: Alchemical Healing Liquid
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 3

Spoiler:
Potion of Vision
Item B
Traits: Alchemical Basic Liquid
To Acquire: Intelligence Craft 4
Banish this card and chose a character at your location to succeed at a Perception check.

Item 4

Spoiler:
Thieves' Tools
Item B
Traits: Basic Tool
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Item 5

Spoiler:
Boots of Elvenkind
Item B
Traits: Clothing Magic
To Acquire: Dexterity Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.

Random Allies:

Ally 1
Spoiler:
Ven Vinder
Ally 1
Traits: Human Shopkeeper
To Acquire: Charisma Diplomacy 6 OR Dexterity Stealth 8
Banish this card to add a random item from the box to your hand.

Ally 2

Spoiler:
Grizzled Mercenary
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Ally 3

Spoiler:
Ameiko Kaijitsu
Ally 1
Traits: Bard Human Rogue
To Acquire: Charisma Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.

Ally 4

Spoiler:
Troubadour
Ally B
Traits: Basic Halfling
To Acquire: Dexterity Acrobatics. 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Ally 5

Spoiler:
Toad
Ally 1
Traits: Animal Arcane
To Acquire: Wisdom Survival Intelligence Arcane 7
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Lamashtu
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessing 2

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4

Spoiler:
Blessing of Pharasma
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 39 Rooboo/Elf olic'lo
Top of Blessings Discard Pile:

Blessing of Erastil:
Blessing of Erastil
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Remaining: 14

Blessings Deck Cards/Turn Order:

Blessings Deck Card 12 - Turn 40 Tontelizi/Izdrix

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 13 - Turn 41 Feiya/勝20100

Spoiler:
Blessing of Gorum
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 14 - Turn 42 Mother Myrtle/Redgar

Spoiler:
Blessing of Desna
Blessing B
Traits: Desna Divine
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 15 - Turn 43 Rooboo/Elf olic'lo

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 16 - Turn 44 Tontelizi/Izdrix

Spoiler:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 17 - Turn 45 Feiya/勝20100

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 18 - Turn 46 Mother Myrtle/Redgar

Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 19 - Turn 47 Rooboo/Elf olic'lo

Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 20 - Turn 48 Tontelizi/Izdrix

Spoiler:
Blessing of Torag
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 21 - Turn 49 Feiya/勝20100

Spoiler:
Blessing of Sarenrae
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 50 Mother Myrtle/Redgar

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 23 - Turn 51 Rooboo/Elf olic'lo

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 24 - Turn 52 Tontelizi/Izdrix

Spoiler:
Blessing of Torag
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 53 Feiya/勝20100

Spoiler:
Blessing of Torag
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Cavern Card 1:
Zombie Horde
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Cavern Card 2:
Scout
Monster B
Traits: Human Ranger Veteran
To Defeat: Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Cavern Card 3:
Goblin Warchanter
Monster 1
Traits: Bard Elite Goblin
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Cavern Card 4:
Light Crossbow
Weapon B
Traits: Basic Bow Piercing Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Cavern Card 5:
Potion of Ghostly Form
Item B
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Cavern Card 6:
Shadow
Monster B
Traits: Incorporeal Undead
To Defeat: Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Cavern Card 7:
Mage Ogre
Villain 2
Type: Monster
Traits: Outsider Giant Ogre Wizard Veteran
To Defeat: Combat 14 THEN Combat 14
The Mage Ogre is immune to the Cold and Electricity traits. The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Acid or Fire trait, add 1 die. Damage dealt by the Mage Ogre is dealt to each character at your location.
Before you act, succeed at an Arcane or Divine check with a difficulty of 9 plus the scenario’s adventure deck number or you may not play spells that have the Attack trait.
If undefeated, the Mage Ogre deals 1d4+1 Cold damage to each character at your location.
Cavern Card 8:
Collapsed Ceiling
Barrier B
Traits: Elite Obstacle Veteran
To Defeat: Dexterity Acrobatics Constitution Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Cavern Card 9:
Acolyte
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Cavern Card 10:
Elven Chain Shirt
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Wounded Lands
Traits: Abyssal
At This Location (Open): When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Feiya/勝20100

Wounded Lands Card 1:
Ghoul
Monster 2
Traits: Elite Ghoul Undead
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Location: When you encounter a bane, you may not play allies on your checks.
Wounded Lands Card 2:
Longsword
Weapon B
Traits: Basic Melee Slashing Sword
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Wounded Lands Card 3:
Locked Stone Door
Barrier 2
Traits: Lock Veteran
To Defeat: Dexterity Disable 11 OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Location: When you encounter a bane, you may not play allies on your checks.
Wounded Lands Card 4:
Lightning Elemental
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you encounter a bane, you may not play allies on your checks.

Windswept Chasm
At This Location (Open): All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
At This Location (Closed): No effect.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Mother Myrtle/Redgar

Windswept Chasm Card 1:
Slashing Blade
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Location: All damage dealt is Electricity damage.
Windswept Chasm Card 2:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Windswept Chasm Card 3:
Lightning Elemental
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: All damage dealt is Electricity damage.
Windswept Chasm Card 4:
Shopkeeper's Daughter
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Windswept Chasm Card 5:
Bastard Sword +1
Weapon 1
Traits: 2-Handed Magic Melee Slashing Sword
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Windswept Chasm Card 6:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Desecrated Vault
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Rooboo/Elf olic'lo, Tontelizi/Izdrix

Scorched Ruins
Closed
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Feiya: Burglar cannot be played on the Locked Stone Door per Wounded Lands location power: "When you encounter a bane, you may not play allies on your checks."

Please either add Burglar back to your hand (putting the most recently drawn card back into your deck), or move it to your discard pile (to imply it was discarded at end of turn to draw something else).

Mother Myrtle: The check to recharge Potion of Healing happens after the heal, not before. As such, the potion cannot heal itself. Please return it to your discard pile and heal a different random card instead.

Rulebook wrote:
When you play cards by performing any other actions, set them aside while you process their effects. For example, a spell might tell you to discard it, then allow you to succeed at a check to recharge it instead; set it aside until you resolve the check that determines whether or not you recharge it. Do what each card requires in the order you set them aside. While set aside, a card does not count as being in your hand, your discard pile, your deck, or anywhere else.


Deck Handler Tengu Monk STR d6 | DEX d10+2 (Stealth +4) | CON d6 | INT d8 |WIS d8 (Perception +2) | CHA 1d4

Advance Blessings deck: Blessing of Erastil

Move to Cavern.

Explore: Zombie Horde.
Summon and encounter a zombie Minnion.
Reveal Nunchaku + 1 to activate 1st power.
Reveal Amulet of Mighty Fists.
Dexterity DC9: 1d10 + 1 + 1d16 + 1 + 1d4 ⇒ (10) + 1 + (3) + 1 + (1) = 16 Success!

Feiya and Mother Myrtle summon and encounter a Zombie Minion.

End of Turn.

Rooboo at Cavern wrote:

Hand:Nunchaku + 1, Amulet of Mighty Fists, Sai, Ring of Wave Walking, Cure,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: Feel free to use Ring of Wave Walking to add 3 to Constitution or Fortitude checks at my location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


Female Human Witch | Deck Handler

Fix hand, no burglar vs bane at Feiya's location

Feiya at Desecrated Vault wrote:

Hand (Size 6): Staff of Cackling Wrath (Item), Blessing of the Spellbound (Blessing), Caltrops (Item), Wand of Force Missile (Item), Good Omen (Spell), Burglar (Ally)

Displayed: Daji
Deck: 17 Discard: 1 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Good Omen can be used to add 3 to check to acquire or close location

Skills and Powers:
Skills

Strength d4
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.

Favored Card: Spell


Fighter

Hourglass: Blessing of the Gods

Move to Cavern
Hello? These tunnels seem easy to get lost in. I hope I come across Rooboo...

Explore: encounter Scout
Before you act: take 1d4 - 1 ⇒ (4) - 1 = 3 damage
Discard
Ranseur, Longspear, Glaive
Reveal Shock Glaive +1 to add 1d10 +1
Strength (Melee) DC10: 1d8 + 1d10 + 5 ⇒ (7) + (2) + 5 = 14
Defeat Scout
Rooboo, is that you in the shadow? Ack! You're not a friend, take this!

Reset hand, draw: Standard Bearer, Blessing of the Gods, Soldier

Tontelizi wrote:

Hand: Standard Bearer, Blessing of Gorum, Blessing of the Gods (1), Soldier, Shock Glaive +1,

Displayed:
Deck: 11 Discard: 5 Buried: 0
Notes: Feel free to use my blessing on close checks, villains, or henchmen, or if they're rechargeable
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Misplayed Potion of Healing. Card healed instead: Blessing of the Elements 2


Female Human Witch | Deck Handler

Seing Zombies from afar coming to her, Feiya uses caltrops to stop them.

Banish caltrops to defeat Zombies


Female Human Witch | Deck Handler

Hour of Gorum

Explore, #1 is Ghoul
Use staff of cackling wrath with good omen.
Combat 11: 1d12 + 3 + 2d4 ⇒ (10) + 3 + (1, 1) = 15 ghoul is banished
Recharge Apprentice due to staff, then discard good omen.

Feiya, seeing a ghoul coming towards her, uses her shiny new staff to cast a spell at the undead and bolster her life.

Discard Blessing of the Spellbound to explore
#2 is Longsword
Autofail check, banished

Feiya finds a longsword, but has no interest so just discard it.

End of turn, draw 3 cards

Feiya at Wounded Lands wrote:

Hand (Size 6): Staff of Cackling Wrath (Item), Wand of Force Missile (Item), Burglar (Ally), Archer (Ally), Blessing of the Elements 2 (Blessing), Token of Remembrance (Item)

Displayed: Daji
Deck: 15 Discard: 2 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Good Omen can be used to add 3 to check to acquire or close location

Skills and Powers:
Skills

Strength d4
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.

Favored Card: Spell


Off-Turn

Zombies. Blech. Alchemists Fire 1, Kicker Lab Coat

Combat DC 9 1d4 + 2d6 + 1d12 + 3 ⇒ (2) + (4, 5) + (3) + 3 = 17

Alchemists Fire 1 Recharge Knowledge DC 7 1d8 + 3 ⇒ (4) + 3 = 7

Lab Coat Recharge Craft DC 9 1d12 + 3 ⇒ (12) + 3 = 15

Hour of Desna

Slashing Blade Trap Dex DC 9 1d4 + 1d10 ⇒ (4) + (2) = 6

Combat Damage 1d4 ⇒ 2

Handwipe. Redraw:

Detect Magic*
Gude*
Cure
Wand of Shield*
Stained Glass Elemental
Sage*

End of Turn Summary:
Run into trap, Windswept Chasm shuffles

Mother Myrtle wrote:

Hand: Detect Magic*, Gude*, Cure, Wand of Shield*, Stained Glass Elemental, Sage*,

Displayed: Clockwork Spy,
Deck: 8 Discard: 6 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks), and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.


Deck Handler Tengu Monk STR d6 | DEX d10+2 (Stealth +4) | CON d6 | INT d8 |WIS d8 (Perception +2) | CHA 1d4

Advance Blessings deck: Blessing of the Gods.

Explore to find a Goblin Warchanter

BYA check:
Activate 3rd power to use Dexterity instead of Wisdom.
Dexterity DC8: 1d10 + 1 ⇒ (9) + 1 = 10 Success!

Combat check:
Reveal Nunchaku + 1 to activate 1st power.
Reveal Amulet of Mighty Fists.
Tontelizi helps with 1d4.
Dexterity DC8: 1d10 + 1 + 1d6 + 1 + 2d4 ⇒ (4) + 1 + (5) + 1 + (3, 3) = 17 Success!

Even though Rooboo and Tontelizi kick ass together, they can't keep exploring for now.

End of turn.

Rooboo at Cavern wrote:

Hand:Nunchaku + 1, Amulet of Mighty Fists, Sai, Ring of Wave Walking, Cure,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: Feel free to use Ring of Wave Walking to add 3 to Constitution or Fortitude checks at my location.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Stealth: Dexterity +4
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d4 [ ]+1 [ ]+2

Favored Card: Weapon
Hand Size: 5
Proficient with: None

POWERS
For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 ([ ] 1d8) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon's traits.
When you encounter a barrier ([ ] or a monster), you may evade it, then move; then end your turn.
When you attempt a check before you act ([X] or a check to acquire an item), you may use you Dexterity skill instead of any listed skill.
<Power 4>
<Power 5>


During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: To set up this section, first put the Collapsing Bridge and all of the cards from the location decks back in the box. Summon and build the listed location decks and add the villain and henchmen as usual. Each character places his token card at a location. Return the blessings deck and discard pile to the box, then create a new 30-card blessings deck. Keep all other cards where they are (including characters’ hands). Each character shuffles 1d4+1 random cards from his discard pile into his deck.
Instead of your explore step, you may get a piece of the puzzle from the Card Guild organizer. Players may freely discuss and work on the puzzle until the end of Part 3, even if you successfully complete the scenario first. When you believe you have solved the puzzle, report your solution to the Card Guild organizer; if the solution is correct, report 2 successes to the Overseer GM. If the solution is incorrect, you may continue working on the puzzle.
To win the scenario, defeat and corner the villain Mage Ogre.

Additional Rules:

Rise of the Runelords uses some different wording than you may be used to if you started with Skull & Shackles or later sets. Below is a quick glossary of terms:
Before the encounter: Before you act
After the encounter: After you act
Die or modified die: The relevant skill (including skill feats)
Unmodified die: Just the die (no skill feats)
Reference Cards:

Ancient Skeleton (Summon)
Spoiler:
Ancient Skeleton
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.

Brimorak (Summon)

Spoiler:
Brimorak
Henchman 2
Type: Monster
Traits: Outsider Demon Veteran
To Defeat: Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Goblin Raider (Summon)

Spoiler:
Goblin Raider
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Skinsaw Cultist (Summon)

Spoiler:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Zombie Minion (Summon)

Spoiler:
Zombie Minion
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.

Acquired Cards:

Acolyte (Ally B)
Spoiler:
Acolyte
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Archer (Ally B) x2

Spoiler:
Archer
Ally B
Traits: Elite Human
To Acquire: Dexterity Ranged 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Brodert Quink (Ally 2)

Spoiler:
Brodert Quink
Ally 2
Traits: Human Sage
To Acquire: Charisma Diplomacy Intelligence Knowledge 7
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.

Burglar (Ally B) x2

Spoiler:
Burglar
Ally B
Traits: Basic Human
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.

Caltrops (Item B)

Spoiler:
Caltrops
Item B
Traits: Basic Object
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Cure (Spell B)

Spoiler:
Cure
Spell B
Traits: Basic Divine Healing Magic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Detect Magic (Spell B)

Spoiler:
Detect Magic
Spell B
Traits: Arcane Basic Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Dogslicer (Weapon 1)

Spoiler:
Dogslicer
Weapon 1
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.

Father Zantus (Ally B)

Spoiler:
Father Zantus
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.

Glaive (Weapon B)

Spoiler:
Glaive
Weapon B
Traits: 2-Handed Elite Melee Polearm Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Guide (Ally B) x2

Spoiler:
Guide
Ally B
Traits: Basic Human
To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Holy Candle (Item B)

Spoiler:
Holy Candle
Item B
Traits: Divine Magic Object
To Acquire: Wisdom Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

Ilsoari Gandethus (Ally 1)

Spoiler:
Ilsoari Gandethus
Ally 1
Traits: Human Wizard
To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Light Crossbow +1 (Weapon 2)

Spoiler:
Light Crossbow +1
Weapon 2
Traits: Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.

Potion of Ruggedness (Item 1)

Spoiler:
Potion of Ruggedness
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.

Sage (Ally B)

Spoiler:
Sage
Ally B
Traits: Basic Human Sage
To Acquire: Wisdom 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Soldier (Ally B) x2

Spoiler:
Soldier
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Standard Bearer (Ally B) x2

Spoiler:
Standard Bearer
Ally B
Traits: Basic Human
To Acquire: Constitution 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Token of Remembrance (Item B)

Spoiler:
Token of Remembrance
Item B
Traits: Arcane Divine Magic Object
To Acquire: Intelligence Arcane Wisdom Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Troubadour (Ally B)

Spoiler:
Troubadour
Ally B
Traits: Basic Halfling
To Acquire: Dexterity Acrobatics. 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Wand of Force Missile (Item 1)

Spoiler:
Wand of Force Missile
Item 1
Traits: Arcane Attack Elite Magic Wand
To Acquire: Intelligence Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Wand of Shield (Item 1)

Spoiler:
Wand of Shield
Item 1
Traits: Arcane Magic Wand
To Acquire: Intelligence Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Random Monsters:

Monster 1
Spoiler:
Cultist
Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

Monster 2

Spoiler:
Sneak
Monster B
Traits: Human Rogue Veteran
To Defeat: Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Monster 3

Spoiler:
Goblin Commando
Monster B
Traits: Elite Goblin Ranger
To Defeat: Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Monster 4

Spoiler:
Yeth Hound
Monster 1
Traits: Elite Outsider
To Defeat: Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

Monster 5

Spoiler:
Spectre
Monster B
Traits: Elite Incorporeal Undead
To Defeat: Combat 11 OR Wisdom Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Random Barriers:

Barrier 1
Spoiler:
Trapped Passageway
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.

Barrier 2

Spoiler:
Explosive Runes
Barrier B
Traits: Arcane Magic Trap Veteran
To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Barrier 3

Spoiler:
Ambush
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 4

Spoiler:
Zombie Horde
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Barrier 5

Spoiler:
Goblin Raid
Barrier 1
Traits: Basic Goblin Skirmish
To Defeat: None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Random Weapons:

Weapon 1
Spoiler:
Dogslicer +1
Weapon 1
Traits: Finesse Magic Melee Piercing Sword
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Weapon 2

Spoiler:
Short Sword
Weapon B
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 3

Spoiler:
Longspear
Weapon B
Traits: 2-Handed Basic Melee Piercing Spear
To Acquire: Strength Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Weapon 4

Spoiler:
Heavy Pick +1
Weapon 2
Traits: Magic Melee Pick Piercing
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Weapon 5

Spoiler:
Scimitar
Weapon B
Traits: Elite Finesse Melee Slashing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:

Spell 1
Spoiler:
Strength
Spell B
Traits: Arcane Basic Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Spell 2

Spoiler:
Mirror Image
Spell B
Traits: Arcane Magic
To Acquire: Intelligence Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
Consecration
Spell 2
Traits: Divine Magic
To Acquire: Wisdom Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Spell 4

Spoiler:
Frost Ray
Spell 1
Traits: Arcane Attack Cold Magic
To Acquire: Intelligence Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Force Missile
Spell B
Traits: Arcane Attack Basic Force Magic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Random Armor:

Armor 1
Spoiler:
Chain Mail
Armor B
Traits: Basic Heavy Armor
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 2

Spoiler:
Arrow Catching Studded Leather
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Hide Armor of Fire Resistance
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Magic Leather Armor
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 5

Spoiler:
Shield of Fire Resistance
Armor 1
Traits: Magic Offhand Shield
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Random Items:

Item 1
Spoiler:
Thieves' Tools
Item B
Traits: Basic Tool
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Item 2

Spoiler:
Potion of Healing
Item B
Traits: Alchemical Healing Liquid
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 3

Spoiler:
Potion of Vision
Item B
Traits: Alchemical Basic Liquid
To Acquire: Intelligence Craft 4
Banish this card and chose a character at your location to succeed at a Perception check.

Item 4

Spoiler:
Thieves' Tools
Item B
Traits: Basic Tool
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Item 5

Spoiler:
Boots of Elvenkind
Item B
Traits: Clothing Magic
To Acquire: Dexterity Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.

Random Allies:

Ally 1
Spoiler:
Ven Vinder
Ally 1
Traits: Human Shopkeeper
To Acquire: Charisma Diplomacy 6 OR Dexterity Stealth 8
Banish this card to add a random item from the box to your hand.

Ally 2

Spoiler:
Grizzled Mercenary
Ally 1
Traits: Hireling Human
To Acquire: Charisma Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Ally 3

Spoiler:
Ameiko Kaijitsu
Ally 1
Traits: Bard Human Rogue
To Acquire: Charisma Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.

Ally 4

Spoiler:
Troubadour
Ally B
Traits: Basic Halfling
To Acquire: Dexterity Acrobatics. 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Ally 5

Spoiler:
Toad
Ally 1
Traits: Animal Arcane
To Acquire: Wisdom Survival Intelligence Arcane 7
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Lamashtu
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessing 2

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4

Spoiler:
Blessing of Pharasma
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 44 Tontelizi/Izdrix
Top of Blessings Discard Pile:

Blessing of Iomedae:
Blessing of Iomedae
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Remaining: 9

Blessings Deck Cards/Turn Order:

Blessings Deck Card 17 - Turn 45 Feiya/勝20100

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 18 - Turn 46 Mother Myrtle/Redgar

Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 19 - Turn 47 Rooboo/Elf olic'lo

Spoiler:
Blessing of Shelyn
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 20 - Turn 48 Tontelizi/Izdrix

Spoiler:
Blessing of Torag
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 21 - Turn 49 Feiya/勝20100

Spoiler:
Blessing of Sarenrae
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 22 - Turn 50 Mother Myrtle/Redgar

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 23 - Turn 51 Rooboo/Elf olic'lo

Spoiler:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 24 - Turn 52 Tontelizi/Izdrix

Spoiler:
Blessing of Torag
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 25 - Turn 53 Feiya/勝20100

Spoiler:
Blessing of Torag
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Cavern
At This Location (Open): If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At This Location (Closed): At the end of your turn, move to a random location.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Rooboo/Elf olic'lo, Tontelizi/Izdrix

Cavern Card 1:
Light Crossbow
Weapon B
Traits: Basic Bow Piercing Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Cavern Card 2:
Potion of Ghostly Form
Item B
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Cavern Card 3:
Shadow
Monster B
Traits: Incorporeal Undead
To Defeat: Combat 13
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Cavern Card 4:
Mage Ogre
Villain 2
Type: Monster
Traits: Outsider Giant Ogre Wizard Veteran
To Defeat: Combat 14 THEN Combat 14
The Mage Ogre is immune to the Cold and Electricity traits. The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Acid or Fire trait, add 1 die. Damage dealt by the Mage Ogre is dealt to each character at your location.
Before you act, succeed at an Arcane or Divine check with a difficulty of 9 plus the scenario’s adventure deck number or you may not play spells that have the Attack trait.
If undefeated, the Mage Ogre deals 1d4+1 Cold damage to each character at your location.
Cavern Card 5:
Collapsed Ceiling
Barrier B
Traits: Elite Obstacle Veteran
To Defeat: Dexterity Acrobatics Constitution Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Cavern Card 6:
Acolyte
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Cavern Card 7:
Elven Chain Shirt
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Wounded Lands
Traits: Abyssal
At This Location (Open): When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
At This Location (Closed): No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Feiya/勝20100

Wounded Lands Card 1:
Locked Stone Door
Barrier 2
Traits: Lock Veteran
To Defeat: Dexterity Disable 11 OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Location: When you encounter a bane, you may not play allies on your checks.
Wounded Lands Card 2:
Lightning Elemental
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you encounter a bane, you may not play allies on your checks.

Windswept Chasm
At This Location (Open): All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
At This Location (Closed): No effect.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Mother Myrtle/Redgar

Windswept Chasm Card 1:
Bastard Sword +1
Weapon 1
Traits: 2-Handed Magic Melee Slashing Sword
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Windswept Chasm Card 2:
Shopkeeper's Daughter
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Windswept Chasm Card 3:
Lightning Elemental
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: All damage dealt is Electricity damage.
Windswept Chasm Card 4:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Windswept Chasm Card 5:
Slashing Blade
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Location: All damage dealt is Electricity damage.
Windswept Chasm Card 6:
Blessing of the Gods
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Desecrated Vault
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Scorched Ruins
Closed
At This Location (Closed): For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Fighter

Hourglass: Blessing of Iomedae

Explore: Find Light Crossbow
Dexterity DC4: 1d6 ⇒ 2
Failure!
Ugh more bows! These are so shoddy and useless.

Discard Soldier to explore

Explore: Find Potion of Ghostly Form
Intelligence DC4: 1d4 ⇒ 4
Success! Acquire Potion of Ghostly Form
Hmm, what's this liquid? Doesn't look very tasty, I guess I'll hold onto it for now.

Discard Standard Bearer to explore

Explore: Find Shadow
Reveal Shock Glaive +1 to add 1d10 +1 for combat check
Strength (Melee) DC13: 1d8 + 1d10 + 5 ⇒ (8) + (3) + 5 = 16
Defeat Shadow
That was spooky, but my trusty glaive struck true!

Reset hand, draw: Acolyte

Tontelizi wrote:

Hand: Potion of Ghostly Form, Blessing of Gorum, Blessing of the Gods (1), Acolyte, Shock Glaive +1,

Displayed:
Deck: 10 Discard: 7 Buried: 0
Notes: Feel free to use my blessing on close checks, villains, or henchmen, or if they're rechargeable. Also feel free to use the potion of ghostly form for any barriers if you don't think you can beat it easily (can only be used at same location).
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [x]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armour, Heavy Armour, Weapons
Powers:
Add 1d4 ([ ]+1) to a combat check by another character at your location.
When you would discard a weapon that has the Polearm trait for its power, you may recharge it instead ([ ] and add 1 die to your check).
Playmat powers used: none
<Power 4>
<Power 5>


Female Human Witch | Deck Handler

Hour of the Gods

Explore card #1: Locked Stone Door
Use power to recharge staff of cackling wrath for a −2, discard blessing for an extra die
Dexterity 11: 2d8 ⇒ (3, 7) = 10 shuffled back in.

Feiya goes back to the locked door trying to open it but to no success.

Discard Archer to explore, hoping to find the other card
next card of shuffled Wounded Lands: 1d2 ⇒ 1
Again the door, autofail check.
Bury token of rememberance to recharge good omen.
End turn, draw cards.

Feiya at Wounded Lands wrote:

Hand (Size 6): Frigid Blast (Spell), Apprentice (Ally), Frostbite (Spell), Blessing of Pharasma (Blessing), Wand of Force Missile (Item), Burglar (Ally)

Displayed: Daji
Deck: 13 Discard: 3 Buried: 1
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Good Omen can be used to add 3 to check to acquire or close location

Skills and Powers:
Skills

Strength d4
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.

Favored Card: Spell

I’ll probably move elsewhere on next turn.


Sorrina Westyr’s image appears, her hair windblown and a look of wonder on her face. “The Society's discoveries have weakened the prison of the powerful being sealed within Aucturn's Tear,” she pauses, studying a flotilla of crystal balls that hover around her. “Our divinations indicate that it’s now offering a fraction of its power to our forces!”

Table GMs, the Thunderous Aid condition is now in effect.

We have 49/90 clues!


Hour of Sheylyn

Oh, Feiya? Did you want to come here next turn, while I then move over to lock down the Wounded Lands?

Stay at Windswept Chasm for this turn

Bastard Sword +1 Strength DC 9 1d4 ⇒ 1

Humph, I don't need that.

Guide to explore

Shopkeeper's Daughter Oh, I say lassie. I have a nice young scholar who might be interested in making your acquaintance... Wisdom DC 8 1d12 + 1 + 1d6 ⇒ (2) + 1 + (1) = 4

Reset hand: discard Cure, Wand of Shield, Detect Magic

Redraw: Life Drain
Blessing of the Elements 1
Blessing of the Elements 2
Acid Flask
Sage T*

[b]End of Turn Summary: Card 1 at Windswept Chasm resolved; failed to defeat Shopkeeper's Daughter and location shuffles.

Mother Myrtle wrote:

Hand: Stained Glass Elemental, Life Drain, Blessing of the Elements 1, Blessing of the Elements 2, Acid Flask, Sage T*,

Displayed: Clockwork Spy,
Deck: 3 Discard: 10 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks), and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.


Deck Handler Tengu Monk STR d6 | DEX d10+2 (Stealth +4) | CON d6 | INT d8 |WIS d8 (Perception +2) | CHA 1d4

Advance Blessings deck: Blessing of Shelyn

Explore to find Mage Ogre (Villain).

BYA check:
Arcane DC9+2=11: 1d4 ⇒ 2 Autofail!

Whatchout Tontelizi! this one looks strong. I see he got one of those amulets that blocks magic attacks... bah! We need no spells to kick his ogrish ass.

Waiting for other players' temporary close.


Off-turn, I will drop a Blessing of the Elements to help Feiya with the close.

Then, I lose my whole hand to the closing. :(

Better hope we beat this sucker, or I'm toast!

Feiya: you have +1 Blessing of the Elements on your Temp Close check

I'm suggesting we throw Tontz' Blessing of the Gods, copying Blessing of Sheyln, at Feya's Temporary Close Check, to give 2 more dice. That would give us 4d6 vs. 8, as opposed to 2d6 vs. 8. It would also leave 2 blessings (Gorum and Pharasma) for the Villain fights.

Mother Myrtle wrote:

Hand:

Displayed: Clockwork Spy,
Deck: 3 Discard: 16 Buried: 0
Notes: Feel free to recharge BotElements (recharges on Elemental + Poison traited checks), and use my healing if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armours
Powers:
You may use your Wisdom for your Arcane ([x] or Divine) check
When you would banish ([ ] or discard) a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt
a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.


Female Human Witch | Deck Handler

Temporary close check
Blessing from Mother Myrtle for an extra die, and use Tontelizi’s Blessing of the Gods for 2 more
Wisdom 8: 4d8 ⇒ (7, 7, 2, 5) = 21 Closed
Use my blessing of Pharasma vs the villain.

Feiya at Wounded Lands wrote:

Hand (Size 6): Frigid Blast (Spell), Apprentice (Ally), Frostbite (Spell), Blessing of Pharasma (Blessing), Wand of Force Missile (Item), Burglar (Ally)

Displayed: Daji
Deck: 13 Discard: 3 Buried: 1
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.

Skills and Powers:
Skills

Strength d4
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2
Arcane: Intelligence +2 (Familiar)
Craft: Intelligence +2 (Familiar)
Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Powers
Hand Size 6
Proficient with: None
When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck.

Favored Card: Spell


Deck Handler Tengu Monk STR d6 | DEX d10+2 (Stealth +4) | CON d6 | INT d8 |WIS d8 (Perception +2) | CHA 1d4

Continue with villain combat checks.

Let's go Tontelizi... this is going to get nasty

First combat check:
Reveal Nunchaku + 1.
Reveal Amulet of Mighty Fists.
Tontelizi helps with +1d4.
Feiya discards Blessingo of Pharasma.
Dexterity DC14+2(2)=18: 2d10 + 1 + 1d6 + 1 + 2d4 ⇒ (2, 6) + 1 + (3) + 1 + (4, 3) = 20 Success!

Take that you Ogre, didn't you know that discipline and teamwork are the key to success? What, you wan't some more?

Second combat check:
Reveal Nunchaku + 1.
Reveal Amulet of Mighty Fists.
Tontelizi helps with +1d4.
Tontelizi discards Blessing of Gorum.
Dexterity DC14+2(2)=18: 2d10 + 1 + 1d6 + 1 + 2d4 ⇒ (6, 3) + 1 + (2) + 1 + (2, 2) = 17 Fail!

Argh! he is figthing back. I still got one last move! Rooboo takes a split second to focus and gather all of her strength...then, somehow, her body looks stronger than before and attacks in a quick move...

Reroll 1d10 using playmat power.
Dexterity DC142(2)=18: 14 + 1d10 ⇒ 14 + (9) = 23 Success, Villain defeated!!


Even as the many-faceted prison spins and reconfigures itself, it cannot keep pace with the combined efforts of the Pathfinder Society. A refreshing breeze pours from the immense orb, restoring the agents’ will to fight.

Table GMs, the Winds of Restoration condition is now in effect.

We have 74 out of 90 clues!


Development

You have beaten back the fiendish forces, buying you a chance to catch your breath. As you do, you and your colleagues finally break open the prison. Within lies a sparkling gem of unparalleled beauty, and you could swear that something within it speaks and conveys words of gratitude. Master of Spells Sorrina Westyr scoops up the jewel and motions toward the exit. “We’re not out of this yet, Pathfinders! Let’s topple the last of these daemons and head home!”

Reward

Each character chooses a type of boon other than loot, then draws a card of that type from the box. Pathfinder Adventure Card Guild characters may use it as a bonus deck upgrade.

Each character gains a card feat. This is in addition to the card feat you gain as part of your tier advancement for completing your 4th scenario.

Each character also gets a die bump, and if you have completed 4 or more scenarios at your current tier, you may choose to advance to the next tier.

Acquired Cards

Acolyte (Ally B)
Archer (Ally B) x2
Brodert Quink (Ally 2)
Burglar (Ally B) x2
Caltrops (Item B)
Cure (Spell B)
Detect Magic (Spell B)
Dogslicer (Weapon 1)
Father Zantus (Ally B)
Glaive (Weapon B)
Guide (Ally B) x2
Holy Candle (Item B)
Ilsoari Gandethus (Ally 1)
Light Crossbow +1 (Weapon 2)
Potion of Ghostly Form (Item B)
Potion of Ruggedness (Item 1)
Sage (Ally B)
Soldier (Ally B) x2
Standard Bearer (Ally B) x2
Token of Remembrance (Item B)
Troubadour (Ally B)
Wand of Force Missile (Item 1)
Wand of Shield (Item 1)

1x Weapon 2
1x Weapon 1
1x Weapon B
2x Spell B
3x Item 1
4x Item B
1x Ally 2
1x Ally 1
14x Ally B

There is an option to continue the scenario to keep accumulating successes, but there are no other rewards for doing so. Given the special will likely be wrapping up in a week, I'll leave it up to you whether or not we go ahead and do that or just wrap up early. Let me know in discord.


rolling for the 'draw random ally from box'. 9 Alchemist + 9 UM allies of appropriate AD # (B/1/2) not already in my deck. Going down the list on PACG, starting with alchemist deck.

1d18 ⇒ 1 Blech.

Upgrades in order of preference: round 1/2:

I'd like an Ally 1 1d1000 ⇒ 280
Then, Weapon 1 1d1000 ⇒ 201
Then, Item 1 1d1000 ⇒ 771

Card Feat: one will be for Blessing. The other will either be for Weapon (if I get the weapon upgrade) or for Blessing (if I don't). No big deal either way.


1 person marked this as a favorite.
Deck Handler Tengu Monk STR d6 | DEX d10+2 (Stealth +4) | CON d6 | INT d8 |WIS d8 (Perception +2) | CHA 1d4

Roll for random item from box:
Ranom Item: 1d9 ⇒ 7 Blood Periapt

Upgrades:
Item 1: 1d1000 ⇒ 926 Sorry Mother Myrtle.
Ally B

I will upgrade to tier 2 cuz I really need to get the Amulet of Fiery Fists anytime soon.
For card feats I choose:
Item
Blessing

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