[RetroCon] [ACG] Cosmic Captive (MorkXII) (Inactive)

Game Master MorkXII


1 to 50 of 327 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Please dot in here.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Dot!!!


THE COSMIC CAPTIVE

For weeks the astronomers of the Inner Sea region have been abuzz. Millennia ago, the twin planets Damiar and Iovo exploded, creating an asteroid belt known as the Diaspora. A few of those asteroids orbit the sun more erratically, and one of the more famous of these is called Aucturn’s Tear, which flies through the solar system every 56 years like clockwork. For some reason, the asteroid has flared to life in the night sky, as though releasing vast quantities of gas.

Most would be content to just watch the asteroid and wonder—but not the Pathfinder Society. Agents have been furiously preparing for some kind of expedition that involves portals. Could it be that as Aucturn’s Tear travels overhead tonight, a mystic doorway to a hidden treasure might open? Perhaps that’s why so many agents have gathered around the Spire of Nex, a towering siege fortress rumored to contain untold magical power. Perhaps the Master of Spells Sorrina Westyr will make an announcement soon.


Dot.

I've never done the pbp thing, and think I've tracked down the appropriate threads to learn to do so (before Mon).

Also, I signed into the table in the google doc as either WotR Kyra or CD Amiri and it looks like the former is still tier 4 - I had hoped to play her over the holidays but that never happened.
Whereas my lady of the greatsword is low tier 5, so I'm thinking that's who I will play.

I also have CD Balazar at mid-tier 5, if that fits the table better.


Hi Iceman! If you haven't seen it yet, please check your PMs for a link to our Hangout. It'll probably be easier to help you get started from there. If that doesn't work for you, then we can do it a different way.


The Society's Master of Spells, Sorrina Westyr, looks up with approval upon the 30 foot platform the society is erecting around the base of the Spire of Nex. Her slate-gray skin seems to blend into the stonework behind her, but her manner is lively. Sorrina nods, then waves at the assembling crowd. “Pathfinders—welcome and well timed. Please, make your ways to the designated safe areas quickly and carefully, and please mind the wards. Try to keep the paths clear, as we have some very delicate equipment coming through. I have some amazing discoveries to share in just a few more moments.”

Meanwhile in the crowd, the aura of excitement continues to build. Rumors are flying everywhere as Pathfinders ask each other, “What’s this all about?”

Go ahead and continue with your mustering, introductions and the Countdown to departure portion of Part 1 GM's. We will begin this special on the 14th


Radillo is curious about what could be going on. After she killed the dread lord Pazuzu, she thought her adventuring days were behind her. But the summons for this important event was enough to get her to dust off her wand one last time.


During This Adventure:

  • Scenario adventure deck number: 5

    During This Scenario:
    8-00A: ROCK AND ROLL

  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

    Windswept Chasm
    At This Location: 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.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1


  • "I've been grossed out by goblins, stared into the worldwound, and tanned on the 'beaches' of Osirion - what interesting pretties shall we find in this spire?"

    Amiri stands staring up at the scaffolding, a greatclub resting on her shoulder and a look of appreciation on her face. Not for the words of the Master of Spells, nor the edifice itself, but the opportunity about to present itself.

    Starting Location: Watchtower

    Amiri wrote:

    Hand: Blessing of Abadar, Legionnaire Chaplain, Camel, Greatclub +3, Ring of Stony Flesh,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Notes: Blessing is available. Priority to someone dealing with a barrier, obviously.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d12 [x]+1 [x]+2 [x]+3
    Melee: Strength +2
    Dexterity d6
    Constitution d8
    Fortitude: Constitution +2
    Intelligence d4
    Wisdom d6 [x] +1
    Survival: Wisdom +2
    Charisma d6

    Favored Card: Weapon
    Hand Size 5
    Proficient with: Light Armors Weapons
    Powers:
    Bury a card to add d10 to your Strength or Constitution check, or to your check to defeat a barrier that has the Lock, Obstacle, or Trap trait. ([x] Then you may draw a card) If it is your exploration, but not the first, add an additional d6.
    At the end of your turn ([x] or when your location closes), you may move.
    When you defeat a barrier, you may examine the top card of your location deck. You may put any examined boons on the bottom of the location deck.
    When you acquire a boon on your turn, you may immediately recharge it to explore your location.


    Yoon is not as young and carefree as she once was. Her tattered old owlbear no longer hangs from her belt. Though still youthful of age, her face is more worn than it used to be, signs of a harsh youth spent in the desert, treasure hunting, and trying to rid the world of deeper evils.

    And now another potential evil has surfaced. And once again, she stands ready and wielding fire, prepared to help in any way she can.

    Starting Location: Watchtower

    Yoon, Firestarter wrote:

    Hand: Sign of the Rider, Blessing of Angradd, Blessing of Abadar, Sign of the Mother, Forensic Physician, Cleric of Nethys, Wayfinder,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: My blessings are always available when needed, help yourself.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6
    Dexterity d8+3
    Acrobatics: Dexterity +1
    Stealth: Dexterity +2
    Constitution d10+3
    Fortitude: Constitution +2
    Intelligence d6
    Wisdom d4
    Charisma d8

    Favored Card Type: Blessing
    Hand Size 7
    Proficient with: Light Armors
    Powers:
    You may recharge or shuffle into your deck a blessing to add your Fortitude skill and the Fire trait to your combat check or your check to defeat a barrier. You may additionally discard any number of cards to add 1d8 for each card discarded.
    When you are dealt Acid, Cold, Electricity, or Fire damage, you may reveal a card that has a trait matching that type to reduce the damage by 3.
    At the end of your turn, you may recharge a blessing from your discard pile.
    You may recharge a card to ad 1d10 to your Charisma or Disable non-combat check.


    Hand | Deck

    Radillo has decided to send her friend Enora instead.

    I'll start at the Elemental Trenches.

    Enora wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d10+2
    -ARCANE: INTELLIGENCE +1
    -KNOWLEDGE: INTELLIGENCE +3
    WISDOM d6
    CHARISMA d10+2
    -DIPLOMACY: CHARISMA +1

    Powers
    HAND SIZE 7
    PROFICIENT WITH ☐ Light Armors
    On your check to acquire or recharge a boon that has the Magic trait, you may discard (☐ or recharge) a card that has the Magic trait to add 1d8. (☐ On your check to acquire any boon, you may do this with a card that has the Book trait.)
    After you play a spell (☐ or acquire a spell or an item that has the Magic trait), you may recharge another random spell (☐ or a spell of your choice) from your discard pile.
    For your combat check, you may discard a spell (☑ or a boon that has the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑ 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
    ☐ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

    Hand: Fire Snake(B), Pyrotechnic Blast(1), Twisted Space(2), Spellbook(B), Chronicler(B), Cleric of Nethys(2), Ice Chemist(4)
    Deck: 12 Discard: 0 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0

    Scarab Sages

    M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1
    Bekah wrote:

    Hand: Keen Rapier +3, Blessing of Old Deadeye, Blessing of Erastil, Cure, Reflecting Buckler, Humanbane Crossbow +2,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Re-roll not used. Playmats available for all.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6[ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X ] +2 [ ] +3
    Constituion d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constituion+2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ]+1 [ ]+2
    Charisma d8 [X ] +1 [X ] +2 [ X] +3
    Arcane +1
    Diplomacy +3
    Divine +1
    Favored Card: Player's Choice (My choice: weapon)
    Hand Size 6
    Proficient with: Light armor, weapons
    Powers:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
    []When another character at your location acquires a boon, he may give it to you.
    []When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
    [] When you fail a check to acquire an ally, you may immediately explore again.


    Sorrina Westyr, the Pathfinder Society’s returning Master of Spells, hurriedly concludes conversations before stepping onto the platform in front of a giant metal ring the Society has constructed. The starlight glimmers in her crystalline white hair, though her obsidian oread features are visible only in flashes from the nearby glowing wards.

    “I thank you all for traveling here on such short notice, Pathfinders. A unique opportunity has come to us from the stars. The asteroid Aucturn’s Tear quietly travels our solar system once every fifty-six years. For the first time it now flares with brilliance. We have learned this phenomenon is the work of an entity trapped on Aucturn’s Tear and, whatever this being is, it is calling out for help. We do not know its intentions, yet it is in our interest to learn more. If it is benevolent, it may prove a powerful ally and friend to the Society if we can free it. If it is malevolent, then we will do what we can to ensure it stays sealed away where it can do no harm.”

    She casts a spell, briefly creating an image of Golarian’s solar system, and the asteroid’s trajectory within it.

    “As it approaches planets, the entity has opened gateways in magic-dense regions, as if calling out to powerful champions that might come to its aid. Based on our calculations, the first of these gateways on Golarion should appear in a matter of minutes, and we have gathered in this magically infused site to draw the portal here and stabilize it, allowing us to travel to the asteroid ourselves. Our observations show billowing clouds pouring out from three locations on Aucturn’s Tear. These both create a livable environment we can navigate as well as provide three entrances to the asteroid’s interior so that we can find the source of these events." Red arrows appear at each entrance as the image keeps focusing closer and closer to the asteroid itself. "The first entrance is at the base of an enormous crater, where there are monumental fortifications— likely making that the most difficult approach. The second plume is coming from the remnants of a frozen fortress, which could contain incredible secrets in its own right. The third plume is coming from the sunward side of the comet and is issuing from a number of lava tubes. Our observers also spotted the wreck of a metal craft near there.”

    Sorrina pauses a moment, letting the significance of all of these observations sink in, and then continues.

    “This will be an unusual environment, so prepare for unusual conditions: extreme temperatures, low-gravity, and airless pockets are likely. Everyone should have received a package of supplies to assist in managing these hazards. While the gateway should remain stable, a contingent of conjurers is staying here to monitor it, and additional teams are on standby to provide escape routes to extradimensional shelters in case of complications. Perhaps most importantly, we’ve ringed this area with defenses to prevent any outside interference with this expedition, and the bronze dragon Ahelvetinn has agreed to keep watch in case any evil attempts to escape through the gateway into Golarion.”

    The Spire of Nex begins to hum, the vibrations creating a stomach-churning resonance as a pinpoint of light appears in the center of the portal ring and begins to grow.

    Sorrina Westyr shouts to be heard over the deafening noise, “It’s beginning! Be ready to move through and split into teams to investigate each of the three possible approaches. Once we’re inside we can regroup and compare notes.”

    The metal of the portal ring incandesces, and a blast of freezing air pours out as the gateway opens. The place beyond is a field of jagged grey stone, and once several dozen Pathfinders step through, the earth itself springs to life in the form of countless elemental creatures that swarm toward the gate. From further in, a terrible draconic roar accompanies the appearance of a flight of crystalline dragons sweeping out from the lip of a crater.

    “Secure the gate! Do not let any of them through!” Westyr shouts as she sends a lance of swirling black and white energy into one of the wyrms, sending it careening end over end as the forces meet.

    Begin Part 2!


    8-00A: ROCK AND ROLL
    You’re among the first agents through the gate, and you practically bounce across the terrain; the gravity here is only a fraction of what it is on Golarion! Overhead, the stars shine with unfamiliar brightness, but you don’t have time to marvel at the sight. Already elemental guardians are rising from the rock itself to fight off the Pathfinders. It’s almost as though they were expecting trouble!

    Help drive them off and secure a beachhead for the expedition. After that, it looks like it’s a long climb down a massive impact crater, where the elementals have constructed fortifications. Those walls might be enough to keep out the riffraff, but it’s up to you to prove they’re no match for the Pathfinder Society!

    VILLAIN:
    STONE EATER ENCHANTER
    HENCHMEN:
    LIGHTNING ELEMENTAL
    LOCATIONS:
    2 CANYON
    2 GREAT STONE BRIDGE
    2 WINDSWEPT CHASM
    2 WOODS
    3 WATCHTOWER
    4 ELEMENTAL TRENCHES

    DURING THIS SCENARIO:

  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.


  • During This Adventure:

  • Scenario adventure deck number: 5

    During This Scenario:
    8-00A: ROCK AND ROLL

  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Carrionstorm
    Monster 2

    Traits
    Undead
    Swarm
    Elite

    Check
    Combat
    12
    OR
    Divine
    8

    Powers
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Monster 2
    Spoiler:
    Clay Golem
    Monster 5

    Traits
    Construct
    Golem

    Check
    Combat
    21

    Powers
    You may not play spells with the Attack trait.
    If undefeated, after the encounter, bury your discard pile.

    Monster 3
    Spoiler:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Monster 4
    Spoiler:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Monster 5
    Spoiler:
    Goblin Cutpurse
    Monster 1

    Traits
    Goblin
    Rogue
    Basic

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

    Random Barriers:
    Barrier 1
    Spoiler:
    Falling Bell
    Barrier 2

    Traits
    Obstacle
    Elite

    Check
    Dexterity
    Acrobatics
    10

    Powers
    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 2
    Spoiler:
    Goblin Raid
    Barrier 1

    Traits
    Skirmish
    Goblin
    Basic

    Check
    None

    Powers
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Barrier 3
    Spoiler:
    Ranger Stash
    Barrier 3

    Traits
    Cache
    Lock

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
    If undefeated, you may banish this barrier.

    Barrier 4
    Spoiler:
    Door Spike
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

    Powers
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

    Barrier 5
    Spoiler:
    Mystic Inscription
    Barrier B

    Traits
    Cache
    Magic
    Elite

    Check
    Intelligence
    Arcane
    10

    Powers
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Runechill Hatchet +2
    Weapon 4

    Traits
    Axe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Dogslicer
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6; 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 3
    Spoiler:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Weapon 4
    Spoiler:
    Heavy Pick +1
    Weapon 2

    Traits
    Pick
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    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 6, count it as a 7.

    Weapon 5
    Spoiler:
    Spiked Chain
    Weapon B

    Traits
    Chain
    Melee
    Piercing
    Finesse

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 2d4; 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.
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Levitate
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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 2
    Spoiler:
    Teleport
    Spell 4

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    12

    Powers
    At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Poison Blast
    Spell 4

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 5
    Spoiler:
    Enfeeble
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Mental

    Check
    Intelligence
    Arcane
    6

    Powers
    Discard this card to evade a monster; return it to the top of the 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.

    Random Armors:
    Armor 1
    Spoiler:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Armor 3
    Spoiler:
    Half-Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 4
    Spoiler:
    Magic Studded Leather Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    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 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:
    Lesser Bolstering Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
    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.

    Random Items:
    Item 1
    Spoiler:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Item 2
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

    Powers
    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 3
    Spoiler:
    Mattock
    Item B

    Traits
    Tool
    Basic

    Check
    Strength
    Melee
    6

    Powers
    Reveal this card to add 1d8 to your noncombat Strength check.
    Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

    Item 4
    Spoiler:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Item 5
    Spoiler:
    Magic Spyglass
    Item 4

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.

    Random Allies:
    Ally 1
    Spoiler:
    Grizzled Mercenary
    Ally 1

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    6

    Powers
    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:
    Black Arrow Ranger
    Ally 3

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Standard Bearer
    Ally B

    Traits
    Human
    Basic

    Check
    Constitution
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Eagle
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    9

    Powers
    Place this card on top of your deck to examine the top card of a location deck.

    Ally 5
    Spoiler:
    Troubadour
    Ally B

    Traits
    Halfling
    Basic

    Check
    Dexterity
    Acrobatics.
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 2
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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
    Divine
    Basic

    Check
    None
    0

    Powers
    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 Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    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.

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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: 1 Enora/Hawkmoon

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Bekah)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 2 (Turn 3 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 4 Yoon)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength 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 Deck Card 4 (Turn 5 Enora)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 5 (Turn 6 Bekah)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength 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 Deck Card 6 (Turn 7 Amiri)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 7 (Turn 8 Yoon)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity 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 Deck Card 8 (Turn 9 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 9 (Turn 10 Bekah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 10 (Turn 11 Amiri)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 11 (Turn 12 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 13 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 13 (Turn 14 Bekah)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 14 (Turn 15 Amiri)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 15 (Turn 16 Yoon)
    Spoiler:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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 16 (Turn 17 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 17 (Turn 18 Bekah)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 18 (Turn 19 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 19 (Turn 20 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 20 (Turn 21 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 21 (Turn 22 Bekah)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 22 (Turn 23 Amiri)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom 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 Deck Card 23 (Turn 24 Yoon)
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    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 24 (Turn 25 Enora)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 25 (Turn 26 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 26 (Turn 27 Amiri)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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 Deck Card 27 (Turn 28 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 28 (Turn 29 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 29 (Turn 30 Bekah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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.

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1

    Canyon Card 1:
    Pit Trap
    Barrier B

    Traits
    Trap

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Canyon Card 2:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Canyon Card 3:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

    Powers
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Canyon Card 4:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Canyon Card 5:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Elite

    Check
    Combat
    10

    Powers
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

    Canyon Card 6:
    Roc
    Monster 4

    Traits
    Animal

    Check
    Combat
    17

    Powers
    If undefeated, move to a random open location and shuffle the Roc into that deck.

    Canyon Card 7:
    Brodert Quink
    Ally 2

    Traits
    Human
    Sage

    Check
    Charisma
    Diplomacy
    Intelligence
    Knowledge
    7

    Powers
    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.

    Canyon Card 8:
    Arcane Lock
    Barrier 4

    Traits
    Lock
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    13
    OR
    Combat
    26

    Powers
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Canyon Card 9:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Canyon Card 10:
    Dancing Scimitar +2
    Weapon 5

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

    Great Stone Bridge Card 1:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

    Great Stone Bridge Card 2:
    Sling
    Weapon B

    Traits
    Sling
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

    Great Stone Bridge Card 3:
    Maester Grump
    Ally 2

    Traits
    Human

    Check
    Charisma
    Diplomacy
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
    Discard this card to explore your location.

    Great Stone Bridge Card 4:
    Charmed Red Dragon
    Ally 4

    Traits
    Dragon

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    12

    Powers
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.

    Great Stone Bridge Card 5:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Great Stone Bridge Card 6:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Great Stone Bridge Card 7:
    Greatclub +3
    Weapon 4

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Great Stone Bridge Card 8:
    Donkey Rats
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

    Great Stone Bridge Card 9:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

    Powers
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Great Stone Bridge Card 10:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

    Powers
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Windswept Chasm
    At This Location: 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.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1:
    Blessing of Irori
    Blessing B

    Traits
    Divine
    Irori

    Check
    Intelligence
    4
    OR
    Divine
    5

    Powers
    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.

    Windswept Chasm Card 2:
    Elven Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto 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.

    Windswept Chasm Card 3:
    Short Sword
    Weapon B

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.

    Windswept Chasm Card 4:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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.

    Windswept Chasm Card 5:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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.

    Windswept Chasm Card 6:
    Hand Chopper
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Windswept Chasm Card 7:
    Trapped Spellbook
    Barrier 5

    Traits
    Cache
    Trap
    Arcane

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    15

    Powers
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Windswept Chasm Card 8:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Windswept Chasm Card 9:
    Ghoul Bat
    Monster 4

    Traits
    Undead

    Check
    Combat
    17

    Powers
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

    Windswept Chasm Card 10:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1

    Woods Card 1:
    Necromantic Deathtrap
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    Arcane
    14

    Powers
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    Woods Card 2:
    Potion of Vision
    Item B

    Traits
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and chose a character at your location to succeed at a Perception check.

    Woods Card 3:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

    Powers
    Damage dealt by the Hill Giant is dealt to each character at this location.

    Woods Card 4:
    Necromantic Deathtrap
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    Arcane
    14

    Powers
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    Woods Card 5:
    Goblin Commando
    Monster B

    Traits
    Goblin
    Ranger
    Elite

    Check
    Combat
    9

    Powers
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Woods Card 6:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Woods Card 7:
    Boots of Elvenkind
    Item B

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Woods Card 8:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Woods Card 9:
    Sneak
    Monster B

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Woods Card 10:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
    Located here: Yoon, Amiri, Bekah

    Watchtower Card 1:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Watchtower Card 2:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Watchtower Card 3:
    Clockwork Librarian
    Ally 4

    Traits
    Automaton

    Check
    Intelligence
    Knowledge
    11

    Powers
    Recharge this card to add 2d8 to your Intelligence or Knowledge check.
    Recharge this card to succeed at your check to acquire a spell.

    Watchtower Card 4:
    Shaman
    Ally 5

    Traits
    Half-Orc
    Cleric
    Divine

    Check
    Charisma
    Diplomacy
    9
    OR
    Wisdom
    Divine
    7

    Powers
    Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
    Discard this card to explore your location.

    Watchtower Card 5:
    Ghoul
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Watchtower Card 6:
    Shopkeeper's Daughter
    Barrier 1

    Traits
    Obstacle
    Human
    Basic

    Check
    Wisdom
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.

    Watchtower Card 7:
    Elven Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto 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.

    Watchtower Card 8:
    Magic Chain Mail
    Armor B

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Watchtower Card 9:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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 not proficient with weapons, the difficulty of this check is increased by 4.

    Watchtower Card 10:
    Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Enora

    Elemental Trenches Card 1:
    Restoration
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.

    Elemental Trenches Card 2:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Elemental Trenches Card 3:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

    Powers
    Damage dealt by the Hill Giant is dealt to each character at this location.

    Elemental Trenches Card 4:
    Disjunction Pulse
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    15

    Powers
    If your check to defeate the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

    Elemental Trenches Card 5:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Elemental Trenches Card 6:
    Falling Bell
    Barrier 2

    Traits
    Obstacle
    Elite

    Check
    Dexterity
    Acrobatics
    10

    Powers
    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.

    Elemental Trenches Card 7:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Elemental Trenches Card 8:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity 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.

    Elemental Trenches Card 9:
    Goblin Warrior
    Monster B

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    9

    Powers
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Elemental Trenches Card 10:
    Hand Chopper
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.


  • Hand | Deck

    Electricity damage?: 1d4 ⇒ 2
    1 Electricity damage. Discard Twisted Space
    Elemental Trenches: 1d6 ⇒ 1
    No Acid cards in hand.

    Free exploration: Restoration
    Enora finds a scroll hidden on the asteroid, perhaps left by some alien civilization.
    Fire Snake, Spellbook
    Arcane 12: 1d10 + 2 + 1 + 1d4 ⇒ (9) + 2 + 1 + (1) = 13
    Success
    Recharge random spell from discard: Twisted Space
    Arcane 8: 1d10 + 2 + 1 + 1d4 ⇒ (1) + 2 + 1 + (1) = 5
    Failed. Fire Snake discarded.

    Cleric of Nethys to examine...
    Potion of Healing
    Hill Giant
    Leave the order and explore...

    Intelligence 5: 1d10 + 2 + 1d4 ⇒ (9) + 2 + (2) = 13
    Success
    Acquired

    Discard Ice Chemist to explore: Hill Giant
    Snowball (Restoration)
    Combat 15: 1d10 + 2 + 2d6 + 4 + 1d6 ⇒ (3) + 2 + (3, 1) + 4 + (2) = 15
    Success
    Recharge random spell: Restoration
    Defeated

    I'll use this Potion of Healing
    Heal: 1d4 ⇒ 2
    Ice Chemist
    Cleric of Nethys

    Ending my turn.

    Enora wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d10+2
    -ARCANE: INTELLIGENCE +1
    -KNOWLEDGE: INTELLIGENCE +3
    WISDOM d6
    CHARISMA d10+2
    -DIPLOMACY: CHARISMA +1

    Powers
    HAND SIZE 7
    PROFICIENT WITH ☐ Light Armors
    On your check to acquire or recharge a boon that has the Magic trait, you may discard (☐ or recharge) a card that has the Magic trait to add 1d8. (☐ On your check to acquire any boon, you may do this with a card that has the Book trait.)
    After you play a spell (☐ or acquire a spell or an item that has the Magic trait), you may recharge another random spell (☐ or a spell of your choice) from your discard pile.
    For your combat check, you may discard a spell (☑ or a boon that has the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑ 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
    ☐ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

    Hand: Fly(2), Locate Object(1), Marionette(2), Pyrotechnic Blast(1), Spellbook(B), Chronicler(B), Blessing of Sivanah(1)
    Deck: 12 Discard: 1 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0

    Summary: Acquired cards 1 and 2. Defeated card 3.

    Scarab Sages

    M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

    Bekah begins at The Watchtower

    Electricity Damage?: 1d4 ⇒ 4

    Bekah dodges danger, this time.

    Explore The Watchtower card 1

    Lightning Elemental:

    Henchman Monster 2
    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Pausing to discuss...

    Scarab Sages

    M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

    Reveal Humanbane crossbow, Recharge Blessing of Old Deadeye, recharge Cure for Bardic Power. Using @Yoon's Blessing of Angradd for one more die

    Combat 17: 1d8 + 2 + 1d10 + 2 + 1d8 + 1d4 + 2 + 1d8 ⇒ (3) + 2 + (2) + 2 + (6) + (2) + 2 + (7) = 26

    Bekah shoots through the elemental, but her weapon takes a blast from its death throws and is destroyed beyond repair.

    Banish Humanbane Crossbow +2 to close location. Draw random weapon 1

    Runechill Hatchet +2:

    Weapon 4
    Traits
    Axe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    The weapon seems far too heavy for Bekah so she discards it. Unable to move on, she camps.

    Bekah wrote:

    Hand: Keen Rapier +3, Lightning Bolt, Blessing of Erastil, Spirit Sword, Reflecting Buckler, Blessing of Abadar,

    Displayed:
    Deck: 14 Discard: 1 Buried: 1
    Notes: Re-roll not used. Playmats available for all.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6[ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X ] +2 [ ] +3
    Constituion d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constituion+2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ]+1 [ ]+2
    Charisma d8 [X ] +1 [X ] +2 [ X] +3
    Arcane +1
    Diplomacy +3
    Divine +1
    Favored Card: Player's Choice (My choice: weapon)
    Hand Size 6
    Proficient with: Light armor, weapons
    Powers:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
    []When another character at your location acquires a boon, he may give it to you.
    []When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
    [] When you fail a check to acquire an ally, you may immediately explore again.


    Blessing: BotG
    Electricity damage?: 1d4 ⇒ 1
    Put Ring of Stony Flesh on top of deck to reduce damage to 0

    Amiri clears out of the watchtower and heads to the Woods.

    Explore Woods: Necromantic Deathtrap
    Play Blessing of Abadar, use Yoon's Blessing of Abadar

    Dexterity 14: 5d6 ⇒ (5, 2, 5, 2, 3) = 17
    Success
    "When I find the person who left This here!"

    Use power to examine the top card after defeating a barrier.
    Woods card 2: Potion of Vision
    Use rest of power to move it to the bottom of the location deck.
    "Ugh, can't stand the taste of these things."

    Discard Camel to explore
    Woods card 3: Hill Giant
    Reveal Greatclub +3
    Combat 15: 1d12 + 1d10 + 8 ⇒ (3) + (4) + 8 = 15
    Success
    With a swing that lacks her normal punch, Amiri just manages to fell the giant. Stepping back, she decides to rest a moment before pressing on.

    Amiri wrote:

    Hand: Blessing of the Gods, Legionnaire Chaplain, Tripartite Spear, Greatclub +3, Ring of Stony Flesh,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Notes: Blessing is available.
    Die bumps & rerolls: One and none

    Skills and Powers:
    SKILLS

    Strength d12 [x]+1 [x]+2 [x]+3
    Melee: Strength +2
    Dexterity d6
    Constitution d8
    Fortitude: Constitution +2
    Intelligence d4
    Wisdom d6 [x] +1
    Survival: Wisdom +2
    Charisma d6

    Favored Card: Weapon
    Hand Size 5
    Proficient with: Light Armors Weapons
    Powers:
    Bury a card to add d10 to your Strength or Constitution check, or to your check to defeat a barrier that has the Lock, Obstacle, or Trap trait. ([x] Then you may draw a card) If it is your exploration, but not the first, add an additional d6.
    At the end of your turn ([x] or when your location closes), you may move.
    When you defeat a barrier, you may examine the top card of your location deck. You may put any examined boons on the bottom of the location deck.
    When you acquire a boon on your turn, you may immediately recharge it to explore your location.


    During This Adventure:

  • Scenario adventure deck number: 5

    During This Scenario:
    8-00A: ROCK AND ROLL

  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Bunyip
    Monster B

    Traits
    Bunyip
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    Before you act, 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 2
    Spoiler:
    Tickwood Boar
    Monster 1

    Traits
    Animal

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Monster 3
    Spoiler:
    Traitor
    Monster B

    Traits
    Human
    Elite

    Check
    Combat
    11

    Powers
    Before the encounter, discard a random ally from your hand.

    Monster 4
    Spoiler:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Monster 5
    Spoiler:
    Stone Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    16

    Powers
    Damage Dealt by the Stone Giant is dealt to each character at this location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Reduction Field
    Barrier 4

    Traits
    Trap
    Magic
    Arcane

    Check
    Constitution
    Fortitude
    Dexterity
    Disable
    13

    Powers
    If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

    Barrier 2
    Spoiler:
    Invasion Plans
    Barrier 4

    Traits
    Cache

    Check
    Wisdom
    Survival
    13

    Powers
    If defeated, you may examine the top 3 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

    Barrier 3
    Spoiler:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

    Powers
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Barrier 4
    Spoiler:
    Trapped Passageway
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    Dexterity
    Acrobatics
    9

    Powers
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

    Barrier 5
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Giantbane Dagger +1
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 2
    Spoiler:
    Longsword +1
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; 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:
    Greatclub +3
    Weapon 4

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4
    Spoiler:
    Flaming Mace +1
    Weapon B

    Traits
    Mace
    Melee
    Bludgenoning
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.

    Weapon 5
    Spoiler:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Random Spells:
    Spell 1
    Spoiler:
    Major Cure
    Spell 3

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Sleep
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Raise Dead
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Invisibility
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    Discard this card to evade a monster.
    Discard this card to succeed at your Stealth check.
    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:
    Haste
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Deathbane Shield
    Armor 2

    Traits
    Shield
    Magic
    Offhand

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Armor 2
    Spoiler:
    Spiny Shield
    Armor 3

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat 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.

    Armor 3
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 4
    Spoiler:
    Elven Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto 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.

    Armor 5
    Spoiler:
    Magic Studded Leather Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    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 light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Codex
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    8

    Powers
    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 2
    Spoiler:
    Amulet of Fortitude
    Item B

    Traits
    Accessory
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.

    Item 3
    Spoiler:
    Magic Spyglass
    Item 4

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.

    Item 4
    Spoiler:
    Wand of Treasure Finding
    Item 5

    Traits
    Wand
    Magic
    Arcane

    Check
    Wisdom
    Perception
    7

    Powers
    Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Item 5
    Spoiler:
    Tome of Knowledge
    Item B

    Traits
    Book
    Magic
    Elite

    Check
    Intelligence
    Knowledge
    5

    Powers
    Reveal this card to add 1d6 to your Knowledge check.
    Recharge this card to succeed at your Knowledge check.

    Random Allies:
    Ally 1
    Spoiler:
    Night Watch
    Ally B

    Traits
    Human
    Basic

    Check
    Wisdom
    Perception
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Standard Bearer
    Ally B

    Traits
    Human
    Basic

    Check
    Constitution
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Conna the Wise
    Ally 4

    Traits
    Giant
    Sorcerer

    Check
    Charisma
    Diplomacy
    9

    Powers
    Banish this card to examine the top 3 cards of a location deck.
    Banish this card to move to another location and explore it.

    Ally 4
    Spoiler:
    Guard
    Ally B

    Traits
    Human
    Basic

    Check
    Constitution
    Fortitude
    4
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

    Ally 5
    Spoiler:
    Acolyte
    Ally B

    Traits
    Human
    Elite

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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 2
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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: 4 Yoon/Maelwys0

    Top of Blessing Discard Pile: Blessing of Gorum

    Top Blessing:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength 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: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Enora)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 2 (Turn 6 Bekah)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength 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 Deck Card 3 (Turn 7 Amiri)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 4 (Turn 8 Yoon)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity 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 Deck Card 5 (Turn 9 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 10 Bekah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 11 Amiri)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 8 (Turn 12 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 9 (Turn 13 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 10 (Turn 14 Bekah)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 11 (Turn 15 Amiri)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 12 (Turn 16 Yoon)
    Spoiler:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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 13 (Turn 17 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 14 (Turn 18 Bekah)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 19 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 20 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 17 (Turn 21 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 22 Bekah)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 19 (Turn 23 Amiri)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom 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 Deck Card 20 (Turn 24 Yoon)
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    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 21 (Turn 25 Enora)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 22 (Turn 26 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 23 (Turn 27 Amiri)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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 Deck Card 24 (Turn 28 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 25 (Turn 29 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 26 (Turn 30 Bekah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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.

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1

    Canyon Card 1:
    Pit Trap
    Barrier B

    Traits
    Trap

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Canyon Card 2:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Canyon Card 3:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

    Powers
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Canyon Card 4:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Canyon Card 5:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Elite

    Check
    Combat
    10

    Powers
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

    Canyon Card 6:
    Roc
    Monster 4

    Traits
    Animal

    Check
    Combat
    17

    Powers
    If undefeated, move to a random open location and shuffle the Roc into that deck.

    Canyon Card 7:
    Brodert Quink
    Ally 2

    Traits
    Human
    Sage

    Check
    Charisma
    Diplomacy
    Intelligence
    Knowledge
    7

    Powers
    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.

    Canyon Card 8:
    Arcane Lock
    Barrier 4

    Traits
    Lock
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    13
    OR
    Combat
    26

    Powers
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Canyon Card 9:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Canyon Card 10:
    Dancing Scimitar +2
    Weapon 5

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

    Great Stone Bridge Card 1:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

    Great Stone Bridge Card 2:
    Sling
    Weapon B

    Traits
    Sling
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

    Great Stone Bridge Card 3:
    Maester Grump
    Ally 2

    Traits
    Human

    Check
    Charisma
    Diplomacy
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
    Discard this card to explore your location.

    Great Stone Bridge Card 4:
    Charmed Red Dragon
    Ally 4

    Traits
    Dragon

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    12

    Powers
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.

    Great Stone Bridge Card 5:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Great Stone Bridge Card 6:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Great Stone Bridge Card 7:
    Greatclub +3
    Weapon 4

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Great Stone Bridge Card 8:
    Donkey Rats
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

    Great Stone Bridge Card 9:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

    Powers
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Great Stone Bridge Card 10:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

    Powers
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Windswept Chasm
    At This Location: 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.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1:
    Blessing of Irori
    Blessing B

    Traits
    Divine
    Irori

    Check
    Intelligence
    4
    OR
    Divine
    5

    Powers
    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.

    Windswept Chasm Card 2:
    Elven Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto 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.

    Windswept Chasm Card 3:
    Short Sword
    Weapon B

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.

    Windswept Chasm Card 4:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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.

    Windswept Chasm Card 5:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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.

    Windswept Chasm Card 6:
    Hand Chopper
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Windswept Chasm Card 7:
    Trapped Spellbook
    Barrier 5

    Traits
    Cache
    Trap
    Arcane

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    15

    Powers
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Windswept Chasm Card 8:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Windswept Chasm Card 9:
    Ghoul Bat
    Monster 4

    Traits
    Undead

    Check
    Combat
    17

    Powers
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

    Windswept Chasm Card 10:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
    Located here: Amiri,

    Woods Card 1:
    Necromantic Deathtrap
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    Arcane
    14

    Powers
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    Woods Card 2:
    Goblin Commando
    Monster B

    Traits
    Goblin
    Ranger
    Elite

    Check
    Combat
    9

    Powers
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Woods Card 3:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Woods Card 4:
    Boots of Elvenkind
    Item B

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Woods Card 5:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Woods Card 6:
    Sneak
    Monster B

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Woods Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Woods Card 8 - Potion of Vision:
    Potion of Vision
    Item B

    Traits
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and chose a character at your location to succeed at a Perception check.

    Watchtower
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Yoon, Bekah

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:1 Ba:3 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Enora

    Elemental Trenches Card 1:
    Disjunction Pulse
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    15

    Powers
    If your check to defeate the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

    Elemental Trenches Card 2:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Elemental Trenches Card 3:
    Falling Bell
    Barrier 2

    Traits
    Obstacle
    Elite

    Check
    Dexterity
    Acrobatics
    10

    Powers
    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.

    Elemental Trenches Card 4:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Elemental Trenches Card 5:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity 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.

    Elemental Trenches Card 6:
    Goblin Warrior
    Monster B

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    9

    Powers
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Elemental Trenches Card 7:
    Hand Chopper
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.


  • Yoon nods grimly as she hears what their mission is to be. She steps through the portal, immediately summoning a small fire around her to protect her from the chill.

    Off-turn:
    Discard Sign of the Mother for Bekah
    Discard Blessing of Abadar for Amiri

    As her friends fight to conquer the watchtower, Yoon carefully observes the fight with the elemental, taking note of their weaknesses in the hopes of using those against them.

    Turn 4, under the Blessing of Gorum.
    Lightning Storm: 1d4 ⇒ 1 - Struck. Discard Forensic Physician for damage.
    Move to the Canyon

    Free Exploration - Card #1: Pit Trap
    Check to Defeat - Acrobatics 8: 1d8 + 4 ⇒ (1) + 4 = 5
    Well that's a crappy way to start. I'll go ahead and use my shirt reroll right off the top, apparently.
    Check to Defeat - Acrobatics 8: 1d8 + 4 ⇒ (6) + 4 = 10 - Defeated.

    Seeing that the tower has been secured, Yoon moves of into one of the massive canyons that covers this plain. Immediately after arriving in the canyon, she spots a pit. Thinking how easy this was going to be, she moves to leap over it... and immediately trips over her own feet. This altered gravity will definitely take some getting used to. Glancing around to make sure that nobody noticed, she attempts again, and this time sails cleanly over it.

    Pit Trap Free Exploration - Card #2: Magic Leather Armor
    Check to Acquire - Fortitude 2: 1d10 + 5 ⇒ (1) + 5 = 6 - Acquired.

    On the other side she spots a suit of armor. Not nearly as strong as what she's used to, but might come in handy. So she scoops it up and puts it on for now.

    Discard Cleric of Nethys to examine the top two cards, reorder them, and then explore.
    Card #3: Skinsaw Ritual
    Card #4: Lightning Elemental
    Play Elemental back on top and encounter it.
    Recharge Sign of the Rider to start a fire. Discard Blessing of Angradd for 2 dice.
    Check to Defeat - Combat 17: 3d6 + 1d10 + 5 ⇒ (2, 3, 1) + (10) + 5 = 21 - Defeated
    Attempt to close, encountering the bottom blessing - Blessing of the Gods. Auto-acquired, location closed.

    Thinking back to something that her cleric friend had told her before she left on this expedition, she realizes that it was a prophecy from her god, who has seen all things. Following the advice she peaks into one of the crevasses, and spots another of the lightning elementals. She holds out her hand, filling it with a super-hot fire, and hurls it at the creature. The fire overwhelms its electrical being, and short-circuits it, causing it to disappear with a pop. "Not so tough afterall, these things..." she grins, as she moves towards the exit of the canyon, to find where more of these are hiding.

    Recharge Wayfinder to move to the Great Stone Bridge and examine the top two cards
    Card #1: Rat Swarm
    Card #2: Sling

    End of turn, recharge Blessing of Abadar from discard pile.
    Reset hand, recharging Magic Leather Armor and drawing 7 cards.

    Yoon, Firestarter wrote:

    Hand: Sign of the Stranger, Blessing of Urgathoa, Ring of Serene Contortion, Dryad Sandals, Blood Kineticist, Elemental Brass Mail, Shy Ratani,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    Notes: My blessings are always available when needed, help yourself. (but try to leave me with at least one, if possible ;-) )
    Shirt Reroll used for 8-00A.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6
    Dexterity d8+3
    Acrobatics: Dexterity +1
    Stealth: Dexterity +2
    Constitution d10+3
    Fortitude: Constitution +2
    Intelligence d6
    Wisdom d4
    Charisma d8

    Favored Card Type: Blessing
    Hand Size 7
    Proficient with: Light Armors
    Powers:
    You may recharge or shuffle into your deck a blessing to add your Fortitude skill and the Fire trait to your combat check or your check to defeat a barrier. You may additionally discard any number of cards to add 1d8 for each card discarded.
    When you are dealt Acid, Cold, Electricity, or Fire damage, you may reveal a card that has a trait matching that type to reduce the damage by 3.
    At the end of your turn, you may recharge a blessing from your discard pile.
    You may recharge a card to ad 1d10 to your Charisma or Disable non-combat check.


    During This Adventure:

  • Scenario adventure deck number: 5

    During This Scenario:
    8-00A: ROCK AND ROLL

  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Monster 2
    Spoiler:
    Troll
    Monster 4

    Traits
    Giant
    Troll
    Fighter

    Check
    Combat
    18

    Powers
    Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

    Monster 3
    Spoiler:
    Warlord
    Monster B

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    9

    Powers
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.

    Monster 4
    Spoiler:
    Ghoul
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 5
    Spoiler:
    Giant Gecko
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, shuffle the Gecko into a random open location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Skeleton Horde
    Barrier B

    Traits
    Skirmish
    Undead
    Elite

    Check
    None

    Powers
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    Barrier 2
    Spoiler:
    Collapsed Ceiling
    Barrier B

    Traits
    Obstacle
    Veteran
    Elite

    Check
    Dexterity
    Acrobatics
    Constitution
    Fortitude
    8

    Powers
    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.

    Barrier 3
    Spoiler:
    Pit Trap
    Barrier B

    Traits
    Trap

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Barrier 4
    Spoiler:
    Reduction Field
    Barrier 4

    Traits
    Trap
    Magic
    Arcane

    Check
    Constitution
    Fortitude
    Dexterity
    Disable
    13

    Powers
    If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

    Barrier 5
    Spoiler:
    Trapped Passageway
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    Dexterity
    Acrobatics
    9

    Powers
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Weapon 2
    Spoiler:
    Giantbane Dagger +1
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 3
    Spoiler:
    Heavy Pick +1
    Weapon 2

    Traits
    Pick
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    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 6, count it as a 7.

    Weapon 4
    Spoiler:
    Bastard Sword +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    9

    Powers
    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.

    Weapon 5
    Spoiler:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    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 your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Levitate
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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 2
    Spoiler:
    Guidance
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    2

    Powers
    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:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Poison Blast
    Spell 4

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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:
    Spiny Shield
    Armor 3

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat 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.

    Armor 3
    Spoiler:
    Magic Studded Leather Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    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 light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Magic Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4.
    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:
    Lesser Bolstering Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
    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.

    Random Items:
    Item 1
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

    Powers
    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 2
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    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:
    Wand of Force Missile
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Elite

    Check
    Intelligence
    Arcane
    7

    Powers
    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.

    Item 4
    Spoiler:
    Chime of Unlocking
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    8

    Powers
    Reveal this card to defeat a barrier with the Lock trait.

    Item 5
    Spoiler:
    Amulet of Fortitude
    Item B

    Traits
    Accessory
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.

    Random Allies:
    Ally 1
    Spoiler:
    Guide
    Ally B

    Traits
    Human
    Basic

    Check
    Wisdom
    Survival
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Sacred Killer
    Ally 5

    Traits
    Half-Orc
    Rogue

    Check
    Dexterity
    Stealth
    11
    OR
    Charisma
    Diplomacy
    13

    Powers
    Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
    Discard this card to explore your current location.

    Ally 3
    Spoiler:
    Troubadour
    Ally B

    Traits
    Halfling
    Basic

    Check
    Dexterity
    Acrobatics.
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Conna the Wise
    Ally 4

    Traits
    Giant
    Sorcerer

    Check
    Charisma
    Diplomacy
    9

    Powers
    Banish this card to examine the top 3 cards of a location deck.
    Banish this card to move to another location and explore it.

    Ally 5
    Spoiler:
    Sacred Killer
    Ally 5

    Traits
    Half-Orc
    Rogue

    Check
    Dexterity
    Stealth
    11
    OR
    Charisma
    Diplomacy
    13

    Powers
    Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
    Discard this card to explore your current location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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 2
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 4
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity 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
    Divine
    Basic

    Check
    None
    0

    Powers
    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: 5 Enora/Hawkmoon

    Top of Blessing Discard Pile: Blessing of Pharasma

    Top Blessing:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Bekah)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength 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 Deck Card 2 (Turn 7 Amiri)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 3 (Turn 8 Yoon)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity 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 Deck Card 4 (Turn 9 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 5 (Turn 10 Bekah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 6 (Turn 11 Amiri)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 7 (Turn 12 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 8 (Turn 13 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 9 (Turn 14 Bekah)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 10 (Turn 15 Amiri)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 11 (Turn 16 Yoon)
    Spoiler:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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 12 (Turn 17 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 18 Bekah)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 14 (Turn 19 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 15 (Turn 20 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 21 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 17 (Turn 22 Bekah)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 18 (Turn 23 Amiri)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom 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 Deck Card 19 (Turn 24 Yoon)
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    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 20 (Turn 25 Enora)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 21 (Turn 26 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 22 (Turn 27 Amiri)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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 Deck Card 23 (Turn 28 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 29 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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.

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
    Located here: Yoon,

    Great Stone Bridge Card 1 - Rat Swarm:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

    Great Stone Bridge Card 2 - Sling:
    Sling
    Weapon B

    Traits
    Sling
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

    Great Stone Bridge Card 3:
    Maester Grump
    Ally 2

    Traits
    Human

    Check
    Charisma
    Diplomacy
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
    Discard this card to explore your location.

    Great Stone Bridge Card 4:
    Charmed Red Dragon
    Ally 4

    Traits
    Dragon

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    12

    Powers
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.

    Great Stone Bridge Card 5:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Great Stone Bridge Card 6:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Great Stone Bridge Card 7:
    Greatclub +3
    Weapon 4

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Great Stone Bridge Card 8:
    Donkey Rats
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

    Great Stone Bridge Card 9:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

    Powers
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Great Stone Bridge Card 10:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

    Powers
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Windswept Chasm
    At This Location: 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.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1:
    Blessing of Irori
    Blessing B

    Traits
    Divine
    Irori

    Check
    Intelligence
    4
    OR
    Divine
    5

    Powers
    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.

    Windswept Chasm Card 2:
    Elven Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto 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.

    Windswept Chasm Card 3:
    Short Sword
    Weapon B

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.

    Windswept Chasm Card 4:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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.

    Windswept Chasm Card 5:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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.

    Windswept Chasm Card 6:
    Hand Chopper
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Windswept Chasm Card 7:
    Trapped Spellbook
    Barrier 5

    Traits
    Cache
    Trap
    Arcane

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    15

    Powers
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Windswept Chasm Card 8:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Windswept Chasm Card 9:
    Ghoul Bat
    Monster 4

    Traits
    Undead

    Check
    Combat
    17

    Powers
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

    Windswept Chasm Card 10:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
    Located here: Amiri,

    Woods Card 1:
    Necromantic Deathtrap
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    Arcane
    14

    Powers
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    Woods Card 2:
    Goblin Commando
    Monster B

    Traits
    Goblin
    Ranger
    Elite

    Check
    Combat
    9

    Powers
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Woods Card 3:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Woods Card 4:
    Boots of Elvenkind
    Item B

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Woods Card 5:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Woods Card 6:
    Sneak
    Monster B

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Woods Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Woods Card 8 - Potion of Vision:
    Potion of Vision
    Item B

    Traits
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and chose a character at your location to succeed at a Perception check.

    Watchtower
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Bekah

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:1 Ba:3 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Enora

    Elemental Trenches Card 1:
    Disjunction Pulse
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    15

    Powers
    If your check to defeate the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

    Elemental Trenches Card 2:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Elemental Trenches Card 3:
    Falling Bell
    Barrier 2

    Traits
    Obstacle
    Elite

    Check
    Dexterity
    Acrobatics
    10

    Powers
    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.

    Elemental Trenches Card 4:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Elemental Trenches Card 5:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity 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.

    Elemental Trenches Card 6:
    Goblin Warrior
    Monster B

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    9

    Powers
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Elemental Trenches Card 7:
    Hand Chopper
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.


  • Hand | Deck

    Electricity damage?: 1d4 ⇒ 2 Yes.
    Discard Locate Object
    Elemental Trenches: 1d6 ⇒ 2
    No Bludgeoning cards in hand.

    Free exploration: Disjunction Pulse
    Someone has placed some enchantments on this asteroid!
    Not much hope here.
    Dexterity 15: 1d4 ⇒ 4
    Failed
    Undefeated
    Recharge all Magic cards in my hand.

    And I'll just end my turn.

    Enora wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d10+2
    -ARCANE: INTELLIGENCE +1
    -KNOWLEDGE: INTELLIGENCE +3
    WISDOM d6
    CHARISMA d10+2
    -DIPLOMACY: CHARISMA +1

    Powers
    HAND SIZE 7
    PROFICIENT WITH ☐ Light Armors
    On your check to acquire or recharge a boon that has the Magic trait, you may discard (☐ or recharge) a card that has the Magic trait to add 1d8. (☐ On your check to acquire any boon, you may do this with a card that has the Book trait.)
    After you play a spell (☐ or acquire a spell or an item that has the Magic trait), you may recharge another random spell (☐ or a spell of your choice) from your discard pile.
    For your combat check, you may discard a spell (☑ or a boon that has the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑ 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
    ☐ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

    Hand: Binder's Tome(1), Codex of Conversations(4), Chronicler(B), Ice Chemist(4), Blessing of Nethys(2), Blessing of Pharasma(B), Blessing of Sivanah(1)
    Deck: 11 Discard: 2 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0

    Summary: Shuffle Elemental Trenches.


    During This Adventure:

  • Scenario adventure deck number: 5

    During This Scenario:
    8-00A: ROCK AND ROLL

  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

    Powers
    Damage dealt by the Hill Giant is dealt to each character at this location.

    Monster 2
    Spoiler:
    Mummy
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If your check to defeat the Mummy has the Fire trait, add 1d8.
    If undefeated, after you act, bury your discard pile.

    Monster 3
    Spoiler:
    Ghoul
    Monster B

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 4
    Spoiler:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Monster 5
    Spoiler:
    Giant Gecko
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, shuffle the Gecko into a random open location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficult 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 dealth 2d4 Fire damage. Then banish this card.

    Barrier 2
    Spoiler:
    Necromantic Deathtrap
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    Arcane
    14

    Powers
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    Barrier 3
    Spoiler:
    Collapsed Ceiling
    Barrier B

    Traits
    Obstacle
    Veteran
    Elite

    Check
    Dexterity
    Acrobatics
    Constitution
    Fortitude
    8

    Powers
    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.

    Barrier 4
    Spoiler:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

    Powers
    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:
    Mystic Inscription
    Barrier B

    Traits
    Cache
    Magic
    Elite

    Check
    Intelligence
    Arcane
    10

    Powers
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Longspear
    Weapon B

    Traits
    Spear
    Melee
    Piercing
    2-Handed
    Basic

    Check
    Strength
    Melee
    5

    Powers
    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 2
    Spoiler:
    Frost Longbow +1
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

    Weapon 3
    Spoiler:
    Longbow +1
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

    Weapon 4
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Venomous Dagger +2
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Scrying
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    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:
    Incendiary Cloud
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Disintegrate
    Spell 5

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    14

    Powers
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Sleep
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 2
    Spoiler:
    Chainmail of Cold Resistance
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to reduce Combat or Cold 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 3
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Armor 4
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 5
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Cloak of Elvenkind
    Item 2

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    5

    Powers
    Reveal this card to add 1d6 to your Stealth check.
    Recharge this card to succeed at your Stealth check.

    Item 2
    Spoiler:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    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.

    Item 3
    Spoiler:
    Potion of Ghostly Form
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

    Item 4
    Spoiler:
    Amulet of Fiery Fists
    Item 4

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    7
    OR
    Intelligence
    Arcane
    9

    Powers
    Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

    Item 5
    Spoiler:
    Wand of Treasure Finding
    Item 5

    Traits
    Wand
    Magic
    Arcane

    Check
    Wisdom
    Perception
    7

    Powers
    Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Random Allies:
    Ally 1
    Spoiler:
    Vale Temros
    Ally 3

    Traits
    Human
    Ranger

    Check
    Strength
    Melee
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Ameiko Kaijitsu
    Ally 1

    Traits
    Human
    Bard
    Rogue

    Check
    Charisma
    Diplomacy
    7

    Powers
    Banish this card to add 1d6 to your check.
    Banish this card to return a card from your discard pile to your hand.

    Ally 3
    Spoiler:
    Black Arrow Ranger
    Ally 3

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Brodert Quink
    Ally 2

    Traits
    Human
    Sage

    Check
    Charisma
    Diplomacy
    Intelligence
    Knowledge
    7

    Powers
    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.

    Ally 5
    Spoiler:
    Yap the Pixie
    Ally 3

    Traits
    Pixie

    Check
    Charisma
    Diplomacy
    2

    Powers
    Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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
    Divine
    Basic

    Check
    None
    0

    Powers
    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 Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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: 6 Bekah/LucianC

    Top of Blessing Discard Pile: Blessing of Gorum

    Top Blessing:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength 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: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Amiri)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 2 (Turn 8 Yoon)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity 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 Deck Card 3 (Turn 9 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 4 (Turn 10 Bekah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 5 (Turn 11 Amiri)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 12 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 13 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 14 Bekah)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 9 (Turn 15 Amiri)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 16 Yoon)
    Spoiler:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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 11 (Turn 17 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 18 Bekah)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 13 (Turn 19 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 14 (Turn 20 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 15 (Turn 21 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 22 Bekah)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 17 (Turn 23 Amiri)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom 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 Deck Card 18 (Turn 24 Yoon)
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    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 19 (Turn 25 Enora)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 20 (Turn 26 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 21 (Turn 27 Amiri)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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 Deck Card 22 (Turn 28 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 29 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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.

    Canyon
    At This Location: At the end of your turn, shuffle each location deck.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
    Located here: Yoon,

    Great Stone Bridge Card 1 - Rat Swarm:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

    Great Stone Bridge Card 2 - Sling:
    Sling
    Weapon B

    Traits
    Sling
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

    Great Stone Bridge Card 3:
    Maester Grump
    Ally 2

    Traits
    Human

    Check
    Charisma
    Diplomacy
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
    Discard this card to explore your location.

    Great Stone Bridge Card 4:
    Charmed Red Dragon
    Ally 4

    Traits
    Dragon

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    12

    Powers
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.

    Great Stone Bridge Card 5:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Great Stone Bridge Card 6:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Great Stone Bridge Card 7:
    Greatclub +3
    Weapon 4

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Great Stone Bridge Card 8:
    Donkey Rats
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

    Great Stone Bridge Card 9:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

    Powers
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Great Stone Bridge Card 10:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

    Powers
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Windswept Chasm
    At This Location: 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.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1:
    Blessing of Irori
    Blessing B

    Traits
    Divine
    Irori

    Check
    Intelligence
    4
    OR
    Divine
    5

    Powers
    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.

    Windswept Chasm Card 2:
    Elven Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto 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.

    Windswept Chasm Card 3:
    Short Sword
    Weapon B

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.

    Windswept Chasm Card 4:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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.

    Windswept Chasm Card 5:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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.

    Windswept Chasm Card 6:
    Hand Chopper
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Windswept Chasm Card 7:
    Trapped Spellbook
    Barrier 5

    Traits
    Cache
    Trap
    Arcane

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    15

    Powers
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Windswept Chasm Card 8:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Windswept Chasm Card 9:
    Ghoul Bat
    Monster 4

    Traits
    Undead

    Check
    Combat
    17

    Powers
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

    Windswept Chasm Card 10:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
    Located here: Amiri,

    Woods Card 1:
    Necromantic Deathtrap
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    Arcane
    14

    Powers
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    Woods Card 2:
    Goblin Commando
    Monster B

    Traits
    Goblin
    Ranger
    Elite

    Check
    Combat
    9

    Powers
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Woods Card 3:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Woods Card 4:
    Boots of Elvenkind
    Item B

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Woods Card 5:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Woods Card 6:
    Sneak
    Monster B

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Woods Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Woods Card 8 - Potion of Vision:
    Potion of Vision
    Item B

    Traits
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and chose a character at your location to succeed at a Perception check.

    Watchtower
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Bekah

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:1 Ba:3 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Enora
    Notes: Disjunction Pulse

    Elemental Trenches Card 1:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity 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.

    Elemental Trenches Card 2:
    Falling Bell
    Barrier 2

    Traits
    Obstacle
    Elite

    Check
    Dexterity
    Acrobatics
    10

    Powers
    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.

    Elemental Trenches Card 3:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Elemental Trenches Card 4:
    Hand Chopper
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Elemental Trenches Card 5:
    Disjunction Pulse
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    15

    Powers
    If your check to defeate the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

    Elemental Trenches Card 6:
    Goblin Warrior
    Monster B

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    9

    Powers
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Elemental Trenches Card 7:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

  • Scarab Sages

    M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

    Under Gorum's watchful eye, Bekah portages an aluminum canoe in a thunderstorm.

    Electric damage?: 1d4 ⇒ 3

    It goes as well as can be expected but Bekah's Reflecting Buckler keeps her safe, for now. Recharged

    Hearing Yoon has a rat problem, Bekah goes to deal with it.

    Move to Great Stone Bridge and explore.

    Reveal Keen Rapier

    Combat 8/12: 1d10 + 2 + 3 + 2d4 + 3 ⇒ (4) + 2 + 3 + (1, 1) + 3 = 14 count the 4 as a 5

    Say your prayers, rodents.

    Discard Blessing of Erastil to explore, then auto-acquire the Sling, discard it, reset hand.

    Bekah wrote:

    Hand: Keen Rapier +3, Lightning Bolt, Swiftshooter, Spirit Sword, Duelist, Blessing of Abadar,

    Displayed:
    Deck: 15 Discard: 3 Buried: 1
    Notes: Re-roll not used. Playmats available for all.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6[ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X ] +2 [ ] +3
    Constituion d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constituion+2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ]+1 [ ]+2
    Charisma d8 [X ] +1 [X ] +2 [ X] +3
    Arcane +1
    Diplomacy +3
    Divine +1
    Favored Card: Player's Choice (My choice: weapon)
    Hand Size 6
    Proficient with: Light armor, weapons
    Powers:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
    []When another character at your location acquires a boon, he may give it to you.
    []When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
    [] When you fail a check to acquire an ally, you may immediately explore again.


    Blessing: Blessing of Pharasma
    Electricity damage?: 1d4 ⇒ 2
    Put Ring of Stony Flesh on top of deck to reduce damage to 0

    Amiri sees the Pulse that goes off in Enora's direction and saunters out of the woods to see what could be the matter. A little lightning in the crossing is once again shrugged off by the barbarian.

    Move to the Elemental Trenches and explore: Blessing of Erastil
    Dexterity 4: 1d6 ⇒ 4
    Success

    Discard Chaplain to explore
    Trenches card 2: Falling Bell
    Pausing to get Enora in on the action


    Hand | Deck

    Wisdom 10: 1d6 ⇒ 2
    Fail
    Bekah's Blessing of Abadar
    Dexterity 10: 1d6 + 2d6 ⇒ (5) + (3, 3) = 11
    Success!
    1 Combat damage: Binder's Tome

    Enora wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d10+2
    -ARCANE: INTELLIGENCE +1
    -KNOWLEDGE: INTELLIGENCE +3
    WISDOM d6
    CHARISMA d10+2
    -DIPLOMACY: CHARISMA +1

    Powers
    HAND SIZE 7
    PROFICIENT WITH ☐ Light Armors
    On your check to acquire or recharge a boon that has the Magic trait, you may discard (☐ or recharge) a card that has the Magic trait to add 1d8. (☐ On your check to acquire any boon, you may do this with a card that has the Book trait.)
    After you play a spell (☐ or acquire a spell or an item that has the Magic trait), you may recharge another random spell (☐ or a spell of your choice) from your discard pile.
    For your combat check, you may discard a spell (☑ or a boon that has the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑ 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
    ☐ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

    Hand: Codex of Conversations(4), Chronicler(B), Ice Chemist(4), Blessing of Nethys(2), Blessing of Pharasma(B), Blessing of Sivanah(1)
    Deck: 11 Discard: 3 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0


    Cannot succeed at wisdom check.
    Bury Tripartite Spear for rage power. Draw a card.

    Dexterity 10: 1d6 + 1d10 + 1d6 ⇒ (1) + (3) + (2) = 6
    Fail
    Roll d10 via box: 1d10 ⇒ 9
    Success

    Chaplain reduces all damage by 1.
    Use power to examine the top card after defeating a barrier.

    Trenches card 3: Heavy Crossbow
    Use rest of power to move it to the bottom of the location deck.
    "They sure leave a lot of junk lying around, don't they."

    Discard Blessing of Erastil to explore
    Trenches card 4: Hand Chopper
    Bury Greatclub for rage power, draw a card, play Blessing of the Gods
    Dexterity 12: 3d6 + 1d10 ⇒ (1, 5, 3) + (9) = 18
    Success

    Use power to examine the top card after defeating a barrier.
    Trenches card 5: Disjunction Pulse

    Looking at the sizzling barrier that guards the location, Amiri decides she's had enough for the moment.
    "I think I liked it better among the trees."

    Display Orange War Paint.
    Use power to move to the woods at end of turn, in case a villain shows up

    Amiri wrote:

    Hand: Blessing of Lamashtu, Blessing of Torag, Shieldsplitter Lance, Breakaway Spear, Ring of Stony Flesh,

    Displayed: Orange War Paint,
    Deck: 8 Discard: 5 Buried: 2
    Notes: Blessing is available.
    Die bumps & rerolls: One bump. Used box reroll, have mat reroll.

    Skills and Powers:
    SKILLS

    Strength d12 [x]+1 [x]+2 [x]+3
    Melee: Strength +2
    Dexterity d6
    Constitution d8
    Fortitude: Constitution +2
    Intelligence d4
    Wisdom d6 [x] +1
    Survival: Wisdom +2
    Charisma d6

    Favored Card: Weapon
    Hand Size 5
    Proficient with: Light Armors Weapons
    Powers:
    Bury a card to add d10 to your Strength or Constitution check, or to your check to defeat a barrier that has the Lock, Obstacle, or Trap trait. ([x] Then you may draw a card) If it is your exploration, but not the first, add an additional d6.
    At the end of your turn ([x] or when your location closes), you may move.
    When you defeat a barrier, you may examine the top card of your location deck. You may put any examined boons on the bottom of the location deck.
    When you acquire a boon on your turn, you may immediately recharge it to explore your location.


    During This Adventure:

  • Scenario adventure deck number: 5

    During This Scenario:
    8-00A: ROCK AND ROLL

  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Iron Golem
    Monster 5

    Traits
    Construct
    Golem

    Check
    Combat
    22

    Powers
    You may not play spells with the Attack trait.
    Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
    1. Cold
    2. Electricity
    3. FIre
    4. Ranged Combat

    Monster 2
    Spoiler:
    Ghoul
    Monster B

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 3
    Spoiler:
    Siren
    Monster B

    Traits
    Siren
    Elite

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren is Mental damage that may not be reduced.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Monster 4
    Spoiler:
    Enchanter
    Monster B

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Monster 5
    Spoiler:
    Warlord
    Monster B

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    9

    Powers
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
    Subtract 1 from each die rolled in your check to defeat the Warlord.

    Random Barriers:
    Barrier 1
    Spoiler:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficult 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 dealth 2d4 Fire damage. Then banish this card.

    Barrier 2
    Spoiler:
    Ranger Stash
    Barrier 3

    Traits
    Cache
    Lock

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
    If undefeated, you may banish this barrier.

    Barrier 3
    Spoiler:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

    Powers
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Barrier 4
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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

    Check
    None.

    Powers
    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:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Weapon 2
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Weapon 3
    Spoiler:
    Acidic Sling +3
    Weapon 5

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait.

    Weapon 4
    Spoiler:
    Warhammer
    Weapon B

    Traits
    Hammer
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to roll your Strength or Melee Die + 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.

    Weapon 5
    Spoiler:
    Longsword +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; 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:
    Inflict
    Spell B

    Traits
    Magic
    Divine
    Attack
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Divine skill + 1d6.
    After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Blizzard
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    12

    Powers
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6

    Powers
    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:
    Haste
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Half-Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 2
    Spoiler:
    Invincible Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Recharge this card to reduce 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, discard this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Arrow Catching Studded Leather
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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 4
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 5
    Spoiler:
    Elven Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Blast Stone
    Item B

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    Item 2
    Spoiler:
    Crowbar
    Item B

    Traits
    Tool
    Basic

    Check
    Strength
    3

    Powers
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    Item 3
    Spoiler:
    Holy Candle
    Item B

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

    Item 4
    Spoiler:
    Ring of Protection
    Item 2

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

    Item 5
    Spoiler:
    Belt of Giant Strength
    Item 3

    Traits
    Accessory
    Magic

    Check
    Strength
    5

    Powers
    Reveal this card to add 1 to your Strength check. You may play another item on this check.

    Random Allies:
    Ally 1
    Spoiler:
    Archer
    Ally B

    Traits
    Human
    Elite

    Check
    Dexterity
    Ranged
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Conna the Wise
    Ally 4

    Traits
    Giant
    Sorcerer

    Check
    Charisma
    Diplomacy
    9

    Powers
    Banish this card to examine the top 3 cards of a location deck.
    Banish this card to move to another location and explore it.

    Ally 3
    Spoiler:
    Toad
    Ally 1

    Traits
    Animal
    Arcane

    Check
    Wisdom
    Survival
    Intelligence
    Arcane
    7

    Powers
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Guard
    Ally B

    Traits
    Human
    Basic

    Check
    Constitution
    Fortitude
    4
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

    Ally 5
    Spoiler:
    Velociraptor
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    14

    Powers
    Discard this card to explore your location; add 2d6 to your combat checks during this exploration.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 2
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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: 8 Yoon/Maelwys0

    Top of Blessing Discard Pile: Blessing of Erastil

    Top Blessing:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity 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: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 2 (Turn 10 Bekah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 11 Amiri)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 4 (Turn 12 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 5 (Turn 13 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 14 Bekah)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 7 (Turn 15 Amiri)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 8 (Turn 16 Yoon)
    Spoiler:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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 9 (Turn 17 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 10 (Turn 18 Bekah)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 11 (Turn 19 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 20 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 21 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 14 (Turn 22 Bekah)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 15 (Turn 23 Amiri)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom 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 Deck Card 16 (Turn 24 Yoon)
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    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 17 (Turn 25 Enora)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 18 (Turn 26 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 27 Amiri)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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 Deck Card 20 (Turn 28 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 21 (Turn 29 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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.

    Canyon
    At This Location: At the end of your turn, shuffle each location deck.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
    Located here: Yoon, Bekah

    Great Stone Bridge Card 1:
    Maester Grump
    Ally 2

    Traits
    Human

    Check
    Charisma
    Diplomacy
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
    Discard this card to explore your location.

    Great Stone Bridge Card 2:
    Charmed Red Dragon
    Ally 4

    Traits
    Dragon

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    12

    Powers
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.

    Great Stone Bridge Card 3:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Great Stone Bridge Card 4:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Great Stone Bridge Card 5:
    Greatclub +3
    Weapon 4

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Great Stone Bridge Card 6:
    Donkey Rats
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

    Great Stone Bridge Card 7:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

    Powers
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Great Stone Bridge Card 8:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

    Powers
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Windswept Chasm
    At This Location: 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.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1:
    Blessing of Irori
    Blessing B

    Traits
    Divine
    Irori

    Check
    Intelligence
    4
    OR
    Divine
    5

    Powers
    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.

    Windswept Chasm Card 2:
    Elven Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto 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.

    Windswept Chasm Card 3:
    Short Sword
    Weapon B

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.

    Windswept Chasm Card 4:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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.

    Windswept Chasm Card 5:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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.

    Windswept Chasm Card 6:
    Hand Chopper
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Windswept Chasm Card 7:
    Trapped Spellbook
    Barrier 5

    Traits
    Cache
    Trap
    Arcane

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    15

    Powers
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Windswept Chasm Card 8:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Windswept Chasm Card 9:
    Ghoul Bat
    Monster 4

    Traits
    Undead

    Check
    Combat
    17

    Powers
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

    Windswept Chasm Card 10:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
    Located here: Amiri,

    Woods Card 1:
    Necromantic Deathtrap
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    Arcane
    14

    Powers
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    Woods Card 2:
    Goblin Commando
    Monster B

    Traits
    Goblin
    Ranger
    Elite

    Check
    Combat
    9

    Powers
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Woods Card 3:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Woods Card 4:
    Boots of Elvenkind
    Item B

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Woods Card 5:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Woods Card 6:
    Sneak
    Monster B

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Woods Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Woods Card 8 - Potion of Vision:
    Potion of Vision
    Item B

    Traits
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and chose a character at your location to succeed at a Perception check.

    Watchtower
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Enora
    Notes: Disjunction Pulse

    Elemental Trenches Card 1 - Disjunction Pulse:
    Disjunction Pulse
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    15

    Powers
    If your check to defeate the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

    Elemental Trenches Card 2:
    Goblin Warrior
    Monster B

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    9

    Powers
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Elemental Trenches Card 3:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Elemental Trenches Card 4 - Heavy Crossbow:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.


  • Turn 8, under the Blessing of Erastil
    Lightning Storm: 1d4 ⇒ 4 - Missed me!
    Move to Elemental Trenches

    Yoon hears the cries of her allies in the trench nearby, apparently they've been thwarted by some sort of magical protections there. So she heads over to help deal with it.

    Free Exploration - Card #1: Disjunction Pulse
    Reveal Ring of Serene Contortions for +2. Recharge Sign of the Stranger to add Fortitude.
    Check to Defeat - Dexterity 15: 1d8 + 3 + 2 + 1d10 + 5 ⇒ (8) + 3 + 2 + (3) + 5 = 21 - Defeated

    As Yoon arrives and sees the powerful magic in place, she calls upon the fires within her, and sends out a mighty flare that overwhelms the pulse and shuts it down. Nodding to her friends to indicate that the way is clear, she continues to explore the area.

    Discard Shy Ratani to explore - Card #2: Goblin Warrior
    This would be so much simpler if I'd drawn one of my Sai by now. :-p Okay, recharge Blessing of Urgathoa to make fire.
    Check to Defeat - Combat 9: 1d6 + 1d10 + 5 ⇒ (1) + (8) + 5 = 14 - Defeated

    Last card is the Henchmen/Villain and I'm out of Blessings to fight it, so I'll stop there and take a break.
    End of turn, recharge Blessing of Angradd from discard. Draw 3 to reset my hand.

    Yoon, Firestarter wrote:

    Hand: Ring of Serene Contortion, Dryad Sandals, Blood Kineticist, Elemental Brass Mail, Adamantine Sai +2 (2), Blessing of Ptah, Nexian Channeler,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    Notes: My blessings are always available when needed, help yourself. (but try to leave me with at least one, if possible ;-) )
    Shirt Reroll used for 8-00A.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6
    Dexterity d8+3
    Acrobatics: Dexterity +1
    Stealth: Dexterity +2
    Constitution d10+3
    Fortitude: Constitution +2
    Intelligence d6
    Wisdom d4
    Charisma d8

    Favored Card Type: Blessing
    Hand Size 7
    Proficient with: Light Armors
    Powers:
    You may recharge or shuffle into your deck a blessing to add your Fortitude skill and the Fire trait to your combat check or your check to defeat a barrier. You may additionally discard any number of cards to add 1d8 for each card discarded.
    When you are dealt Acid, Cold, Electricity, or Fire damage, you may reveal a card that has a trait matching that type to reduce the damage by 3.
    At the end of your turn, you may recharge a blessing from your discard pile.
    You may recharge a card to add 1d10 to your Charisma or Disable non-combat check.


    Hand | Deck

    The hour is Abadar.

    Electricity damage?: 1d4 ⇒ 3
    Electricity damage: Ice Chemist
    Elemental Trenches: 1d6 ⇒ 4
    No Electricity cards in hand.

    Free exploration: Stone Eater Enchanter
    Pause for guarding...

    Scarab Sages

    M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

    Temp close location

    Use a Blessing of Sivanah for Enora. Recharge Lightning Bolt to use Bard Power.

    Dex 10: 2d8 + 2 + 1d4 + 2 ⇒ (5, 4) + 2 + (3) + 2 = 16


    Hand | Deck

    Enora will also blessing Amiri's attempt to guard the Woods.

    Survival 6: 1d6 + 1 + 2 + 1d6 ⇒ (2) + 1 + 2 + (6) = 11
    Guarded!

    AYA Enora takes 1 Acid damage: Chronicler.
    Yoon will take the Fortitude check

    After that...:

    Snowball (Codex of Conversations), Blessing of Pharasma
    Combat 12+5=17: 1d10 + 1 + 2 + 2d6 + 4 + 2d10 ⇒ (10) + 1 + 2 + (5, 3) + 4 + (3, 8) = 36
    Recharge spell from discard: Fire Snake
    AYA Acid damage: 1d4 - 1 ⇒ (2) - 1 = 1
    Discard Codex of Conversations

    If Yoon makes the Fortitude check, the villain is defeated and location closes. I have no cards in hand to bury.


    Yoon helps Enora to deal with some of the dripping acid, making sure that she can close the gap to attack the creature.

    Discard Blood Kineticist for +2d4 Fortitude.
    Check to Defeat - Fortitude 12: 1d10 + 5 + 2d4 ⇒ (6) + 5 + (1, 1) = 13 - Defeated


    Hand | Deck

    Villain defeated!
    And escaping to Windswept Chasm

    Ending my turn.

    Enora wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d10+2
    -ARCANE: INTELLIGENCE +1
    -KNOWLEDGE: INTELLIGENCE +3
    WISDOM d6
    CHARISMA d10+2
    -DIPLOMACY: CHARISMA +1

    Powers
    HAND SIZE 7
    PROFICIENT WITH ☐ Light Armors
    On your check to acquire or recharge a boon that has the Magic trait, you may discard (☐ or recharge) a card that has the Magic trait to add 1d8. (☐ On your check to acquire any boon, you may do this with a card that has the Book trait.)
    After you play a spell (☐ or acquire a spell or an item that has the Magic trait), you may recharge another random spell (☐ or a spell of your choice) from your discard pile.
    For your combat check, you may discard a spell (☑ or a boon that has the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑ 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
    ☐ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

    Hand: Coordinated Blast(3), Create Mindscape(2), Restoration(4), Twisted Space(2), Byzantine Lexicon(2), Cleric of Nethys(2), Blessing of the Qi Zhong(3)
    Deck: 5 Discard: 8 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0


    During This Adventure:

  • Scenario adventure deck number: 5

    During This Scenario:
    8-00A: ROCK AND ROLL

  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Harpy
    Monster 4

    Traits
    Harpy

    Check
    Combat
    14

    Powers
    Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.

    Monster 2
    Spoiler:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

    Powers
    Damage dealt by the Hill Giant is dealt to each character at this location.

    Monster 3
    Spoiler:
    Siren
    Monster B

    Traits
    Siren
    Elite

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren is Mental damage that may not be reduced.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Monster 4
    Spoiler:
    Giant Hermit Crab
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    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 5
    Spoiler:
    Sinspawn Axeman
    Monster 5

    Traits
    Aberration
    Fighter

    Check
    Combat
    19

    Powers
    Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

    Random Barriers:
    Barrier 1
    Spoiler:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

    Powers
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Barrier 2
    Spoiler:
    Shopkeeper's Daughter
    Barrier 1

    Traits
    Obstacle
    Human
    Basic

    Check
    Wisdom
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.

    Barrier 3
    Spoiler:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

    Powers
    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 4
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Barrier 5
    Spoiler:
    Zombie Nest
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Basic

    Check
    None

    Powers
    Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shortspear +3
    Weapon 4

    Traits
    Spear
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

    Weapon 2
    Spoiler:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Weapon 3
    Spoiler:
    Scimitar
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

    Powers
    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.

    Weapon 4
    Spoiler:
    Venomous Dagger +2
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to your combat check.

    Weapon 5
    Spoiler:
    Giantbane Dagger +1
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Mending
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    2

    Powers
    Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
    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.

    Spell 2
    Spoiler:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    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 3
    Spoiler:
    Raise Dead
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Guidance
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    2

    Powers
    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 5
    Spoiler:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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:
    Elven Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto 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.

    Armor 3
    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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:
    Elven Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    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 5
    Spoiler:
    Spiny Shield
    Armor 3

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat 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:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    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 2
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

    Powers
    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 3
    Spoiler:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Item 4
    Spoiler:
    Wand of Shield
    Item 1

    Traits
    Wand
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    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.

    Item 5
    Spoiler:
    Potion of Ghostly Form
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

    Random Allies:
    Ally 1
    Spoiler:
    Guard
    Ally B

    Traits
    Human
    Basic

    Check
    Constitution
    Fortitude
    4
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your Perception Check.
    Banish this card to reduce damage dealt to any character by 3.

    Ally 2
    Spoiler:
    Aldern Foxglove
    Ally 1

    Traits
    Human
    Noble

    Check
    Charisma
    Diplomacy
    4

    Powers
    Banish this card to reduce damage dealt to a character at your location by 3.
    Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

    Ally 3
    Spoiler:
    Black Arrow Ranger
    Ally 3

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Father Zantus
    Ally B

    Traits
    Human
    Cleric
    Divine

    Check
    Wisdom
    Divine
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.

    Ally 5
    Spoiler:
    Cat
    Ally 3

    Traits
    Animal
    Arcane

    Check
    Wisdom
    Survival
    Intelligence
    Arcane
    8

    Powers
    Reveal this card to add 2 to your check to recharge a spell.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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
    Divine
    Basic

    Check
    None
    0

    Powers
    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 the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 5
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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.

    Turn: 10 Bekah/LucianC

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 Amiri)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 2 (Turn 12 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 13 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 4 (Turn 14 Bekah)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 5 (Turn 15 Amiri)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 16 Yoon)
    Spoiler:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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 7 (Turn 17 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 8 (Turn 18 Bekah)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 9 (Turn 19 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 10 (Turn 20 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 11 (Turn 21 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 22 Bekah)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 13 (Turn 23 Amiri)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom 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 Deck Card 14 (Turn 24 Yoon)
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    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 15 (Turn 25 Enora)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 16 (Turn 26 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 17 (Turn 27 Amiri)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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 Deck Card 18 (Turn 28 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 19 (Turn 29 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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.

    Canyon
    At This Location: At the end of your turn, shuffle each location deck.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
    Located here: Bekah

    Great Stone Bridge Card 1:
    Maester Grump
    Ally 2

    Traits
    Human

    Check
    Charisma
    Diplomacy
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
    Discard this card to explore your location.

    Great Stone Bridge Card 2:
    Charmed Red Dragon
    Ally 4

    Traits
    Dragon

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    12

    Powers
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.

    Great Stone Bridge Card 3:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Great Stone Bridge Card 4:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Great Stone Bridge Card 5:
    Greatclub +3
    Weapon 4

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Great Stone Bridge Card 6:
    Donkey Rats
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

    Great Stone Bridge Card 7:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

    Powers
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Great Stone Bridge Card 8:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

    Powers
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Windswept Chasm
    At This Location: 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.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:2
    Notes: Stone Eater Enchanter (villain)!

    Windswept Chasm Card 1:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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.

    Windswept Chasm Card 2:
    Short Sword
    Weapon B

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.

    Windswept Chasm Card 3:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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.

    Windswept Chasm Card 4:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Windswept Chasm Card 5:
    Ghoul Bat
    Monster 4

    Traits
    Undead

    Check
    Combat
    17

    Powers
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

    Windswept Chasm Card 6:
    Trapped Spellbook
    Barrier 5

    Traits
    Cache
    Trap
    Arcane

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    15

    Powers
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Windswept Chasm Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Windswept Chasm Card 8:
    Blessing of Irori
    Blessing B

    Traits
    Divine
    Irori

    Check
    Intelligence
    4
    OR
    Divine
    5

    Powers
    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.

    Windswept Chasm Card 9:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Arcane
    10

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Windswept Chasm Card 10:
    Hand Chopper
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Windswept Chasm Card 11:
    Elven Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto 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.

    Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
    Located here: Amiri,

    Woods Card 1:
    Necromantic Deathtrap
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    Arcane
    14

    Powers
    If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

    Woods Card 2:
    Goblin Commando
    Monster B

    Traits
    Goblin
    Ranger
    Elite

    Check
    Combat
    9

    Powers
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Woods Card 3:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Woods Card 4:
    Boots of Elvenkind
    Item B

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Woods Card 5:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Woods Card 6:
    Sneak
    Monster B

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Woods Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Woods Card 8 - Potion of Vision:
    Potion of Vision
    Item B

    Traits
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and chose a character at your location to succeed at a Perception check.

    Watchtower
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Elemental Trenches
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Yoon, Enora
    Notes:

  • Scarab Sages

    M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

    The blessing is BoG standard.

    Does Bekah get zapped?

    1d4 ⇒ 1

    Discard Duelist as damage. Place Swiftshooter on top of deck to draw Lightning Bolt from the bottom.

    Maester Grump:

    Ally 2
    Traits
    Human

    Check
    Charisma
    Diplomacy
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
    Discard this card to explore your location.

    Autosucceed on the Diplomacy check. Discard the card to explore again.

    Charmed Red Dragon:

    Ally 4
    Traits
    Dragon

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    12

    Powers
    Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
    If you do not acquire this card, each character at your location takes 1d4 Fire damage.

    Recharge Lightning Bolt to use Bardic Power

    Diplomacy 10: 1d8 + 5 + 1d4 + 3 ⇒ (2) + 5 + (2) + 3 = 12

    Reset hand, end turn

    Bekah wrote:

    Hand: Keen Rapier +3, Charmed Red Dragon, Legionnaire Chaplain, Spirit Sword, Spyglass, Swiftshooter,

    Displayed:
    Deck: 14 Discard: 6 Buried: 1
    Notes: Re-roll not used. Playmats available for all.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6[ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X ] +2 [ ] +3
    Constituion d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constituion+2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ]+1 [ ]+2
    Charisma d8 [X ] +1 [X ] +2 [ X] +3
    Arcane +1
    Diplomacy +3
    Divine +1
    Favored Card: Player's Choice (My choice: weapon)
    Hand Size 6
    Proficient with: Light armor, weapons
    Powers:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
    []When another character at your location acquires a boon, he may give it to you.
    []When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
    [] When you fail a check to acquire an ally, you may immediately explore again.


    Blessing: Blessing of Sarenrae
    Electricity damage?: 1d4 ⇒ 3
    Reload Ring of Stony Flesh to reduce damage to 0

    Explore Woods: Necromantic Deathtrap
    Bury Longspear for rage power, draw a card, play Blessing of Torag, use Enora's Blessing of Qi Zhong

    Dexterity 14: 3d6 + 1d10 ⇒ (5, 6, 1) + (4) = 16
    Success

    Use power to examine the top card after defeating a barrier.
    Woods card 2: Goblin Commando

    Seeing how well the group is doing in this strange territory, Amiri decides against squandering Lamashtu's blessing on a mere goblin.
    Its ability to shoot her before she can close the distance is irrelevant. Totally irrelevant.

    Amiri wrote:

    Hand: Blessing of Lamashtu, Breakaway Spear, Shieldsplitter Lance, Ring of Stony Flesh, Quartermaster,

    Displayed: Orange War Paint,
    Deck: 7 Discard: 6 Buried: 3
    Notes: Blessing is available.
    Die bumps & rerolls: One bump. Used box reroll.

    Skills and Powers:
    SKILLS

    Strength d12 [x]+1 [x]+2 [x]+3
    Melee: Strength +2
    Dexterity d6
    Constitution d8
    Fortitude: Constitution +2
    Intelligence d4
    Wisdom d6 [x] +1
    Survival: Wisdom +2
    Charisma d6

    Favored Card: Weapon
    Hand Size 5
    Proficient with: Light Armors Weapons
    Powers:
    Bury a card to add d10 to your Strength or Constitution check, or to your check to defeat a barrier that has the Lock, Obstacle, or Trap trait. ([x] Then you may draw a card) If it is your exploration, but not the first, add an additional d6.
    At the end of your turn ([x] or when your location closes), you may move.
    When you defeat a barrier, you may examine the top card of your location deck. You may put any examined boons on the bottom of the location deck.
    When you acquire a boon on your turn, you may immediately recharge it to explore your location.


    Hand | Deck
    Enora wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d10+2
    -ARCANE: INTELLIGENCE +1
    -KNOWLEDGE: INTELLIGENCE +3
    WISDOM d6
    CHARISMA d10+2
    -DIPLOMACY: CHARISMA +1

    Powers
    HAND SIZE 7
    PROFICIENT WITH ☐ Light Armors
    On your check to acquire or recharge a boon that has the Magic trait, you may discard (☐ or recharge) a card that has the Magic trait to add 1d8. (☐ On your check to acquire any boon, you may do this with a card that has the Book trait.)
    After you play a spell (☐ or acquire a spell or an item that has the Magic trait), you may recharge another random spell (☐ or a spell of your choice) from your discard pile.
    For your combat check, you may discard a spell (☑ or a boon that has the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑ 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
    ☐ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

    Hand: Coordinated Blast(3), Create Mindscape(2), Restoration(4), Twisted Space(2), Byzantine Lexicon(2), Cleric of Nethys(2)
    Deck: 5 Discard: 9 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0


    Update, I forgot to actually add the BotG to my hand after I acquired it closing the canyon. I've fixed that now.

    Turn 12, under the Blessing of the Gods
    Lightning Storm: 1d4 ⇒ 1 - 1 damage, discard Dryad Sandals.
    Move to Windswept Chasm. The other locations are covered, so I might as well start digging for the Villain. Or at least, be here to make the Fortitude check for somebody else again, if required. ;-)

    Free Exploration - Card #1: Blessing of Torag
    Check to Acquire - Strength 4: 1d6 ⇒ 5 - Acquired

    Discard Blessing of the Gods to explore - Card #2: Short Sword
    Check to Acquire - Strength 4: 1d6 ⇒ 6 - Acquired

    Discard Blessing of Ptah to explore - Card #3: Ambush
    Ptah gives me +1 die on my check. Ring of Serene Contortion gives me +2. Recharge Blessing of Torag to add Fortitude.
    Check to Defeat - Acrobatics 14: 2d8 + 4 + 2 + 1d10 + 5 ⇒ (1, 2) + 4 + 2 + (5) + 5 = 19 - Defeated

    Ambush Free Exploration - Card #4: Frost Ray
    Check to Acquire - Intelligence 6: 1d6 ⇒ 3 - Failed. Enora has an opportunity to attempt to acquire it before I banish it.

    End of turn, recharge Blessing of Ptah from my discard pile. Then discard Short Sword and draw 4 to reset my hand.

    Yoon, Firestarter wrote:

    Hand: Ring of Serene Contortion, Elemental Brass Mail, Adamantine Sai +2 (2), Adamantine Sai +2, Nexian Channeler, Ring of Regeneration, Blessing of Norgorber,

    Displayed:
    Deck: 10 Discard: 8 Buried: 0
    Notes: My blessings are always available when needed, help yourself. (but try to leave me with at least one, if possible ;-) )
    Shirt Reroll used for 8-00A.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6
    Dexterity d8+3
    Acrobatics: Dexterity +1
    Stealth: Dexterity +2
    Constitution d10+3
    Fortitude: Constitution +2
    Intelligence d6
    Wisdom d4
    Charisma d8

    Favored Card Type: Blessing
    Hand Size 7
    Proficient with: Light Armors
    Powers:
    You may recharge or shuffle into your deck a blessing to add your Fortitude skill and the Fire trait to your combat check or your check to defeat a barrier. You may additionally discard any number of cards to add 1d8 for each card discarded.
    When you are dealt Acid, Cold, Electricity, or Fire damage, you may reveal a card that has a trait matching that type to reduce the damage by 3.
    At the end of your turn, you may recharge a blessing from your discard pile.
    You may recharge a card to add 1d10 to your Charisma or Disable non-combat check.


    During This Adventure:

  • Scenario adventure deck number: 5

    During This Scenario:
    8-00A: ROCK AND ROLL

  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Cultist
    Monster B

    Traits
    Human
    Cultist
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, shuffle the top card of the blessings deck into this location deck.

    Monster 2
    Spoiler:
    Goblin Pyro
    Monster 1

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    8

    Powers
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Monster 3
    Spoiler:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Monster 4
    Spoiler:
    Ogre
    Monster 3

    Traits
    Giant
    Ogre

    Check
    Combat
    14

    Powers
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

    Monster 5
    Spoiler:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

    Powers
    Damage dealt by the Hill Giant is dealt to each character at this location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Trapped Passageway
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    Dexterity
    Acrobatics
    9

    Powers
    If defeated, you may immediately explore again.
    If undefeated, you are dealt 2d4 Combat damage.

    Barrier 2
    Spoiler:
    Falling Bell
    Barrier 2

    Traits
    Obstacle
    Elite

    Check
    Dexterity
    Acrobatics
    10

    Powers
    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:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

    Powers
    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 4
    Spoiler:
    Door Spike
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

    Powers
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

    Barrier 5
    Spoiler:
    Crushing Door
    Barrier 5

    Traits
    Trap

    Check
    Dexterity
    Disable
    13

    Powers
    If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Longbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

    Weapon 2
    Spoiler:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Weapon 3
    Spoiler:
    Frost Longbow +1
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

    Weapon 4
    Spoiler:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Weapon 5
    Spoiler:
    Longsword +1
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; 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:
    Disintegrate
    Spell 5

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    14

    Powers
    For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
    Discard this card to defeat a barrier with the Lock or Obstacle trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 16 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Web
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Elite

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Spell 3
    Spoiler:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Levitate
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Breastplate of Fire Resistance
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to reduce Combat or Fire 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 2
    Spoiler:
    Arrow Catching Studded Leather
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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:
    Magic Studded Leather Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    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 light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Armor 5
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Blast Stone
    Item B

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    Item 2
    Spoiler:
    Potion of Ruggedness
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    6

    Powers
    Banish this card and choose a character at your location to succeed at a Survival check.

    Item 3
    Spoiler:
    Necklace of Fireballs
    Item 4

    Traits
    Accessory
    Attack
    Fire
    Magic

    Check
    Intelligence
    Arcane
    9

    Powers
    For your combat check, banish this card to roll 3d6+12.
    After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

    Item 4
    Spoiler:
    Crowbar
    Item B

    Traits
    Tool
    Basic

    Check
    Strength
    3

    Powers
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    Item 5
    Spoiler:
    Headband of Alluring Charisma
    Item 3

    Traits
    Accessory
    Magic

    Check
    Charisma
    5

    Powers
    Reveal this card to add 1 to your Charisma ckeck.
    You may play another item on this check.

    Random Allies:
    Ally 1
    Spoiler:
    Aldern Foxglove
    Ally 1

    Traits
    Human
    Noble

    Check
    Charisma
    Diplomacy
    4

    Powers
    Banish this card to reduce damage dealt to a character at your location by 3.
    Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

    Ally 2
    Spoiler:
    Archer
    Ally B

    Traits
    Human
    Elite

    Check
    Dexterity
    Ranged
    8
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Elven Sharpshooter
    Ally 5

    Traits
    Elf
    Ranger

    Check
    Charisma
    Diplomacy
    Dexterity
    Ranged
    12

    Powers
    Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Shalelu Andosana
    Ally B

    Traits
    Elf
    Scout

    Check
    Wisdom
    Perception
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    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 5
    Spoiler:
    Sheriff Hemlock
    Ally B

    Traits
    Human
    Warrior

    Check
    Charisma
    Diplomacy
    8

    Powers
    Discard this card to add 1d6 to a combat check.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Blessing 2
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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.

    Blessing 4
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Blessing 5
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom 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.

    Turn: 13 Enora/Hawkmoon

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Bekah)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    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 2 (Turn 15 Amiri)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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 3 (Turn 16 Yoon)
    Spoiler:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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 17 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 5 (Turn 18 Bekah)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 6 (Turn 19 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 20 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 8 (Turn 21 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 9 (Turn 22 Bekah)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 10 (Turn 23 Amiri)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom 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 Deck Card 11 (Turn 24 Yoon)
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    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 12 (Turn 25 Enora)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 13 (Turn 26 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 14 (Turn 27 Amiri)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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 Deck Card 15 (Turn 28 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 29 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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.

    Canyon
    At This Location: At the end of your turn, shuffle each location deck.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Bekah

    Great Stone Bridge Card 1:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Great Stone Bridge Card 2:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Great Stone Bridge Card 3:
    Greatclub +3
    Weapon 4

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Great Stone Bridge Card 4:
    Donkey Rats
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

    Great Stone Bridge Card 5:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

    Powers
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Great Stone Bridge Card 6:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

    Powers
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Windswept Chasm
    At This Location: 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.
    M:1 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:2
    Located here: Yoon,
    Notes: Stone Eater Enchanter (villain)!

    Windswept Chasm Card 1:
    Ghoul Bat
    Monster 4

    Traits
    Undead

    Check
    Combat
    17

    Powers
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

    Windswept Chasm Card 2:
    Trapped Spellbook
    Barrier 5

    Traits
    Cache
    Trap
    Arcane

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    15

    Powers
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Windswept Chasm Card 3:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Windswept Chasm Card 4:
    Blessing of Irori
    Blessing B

    Traits
    Divine
    Irori

    Check
    Intelligence
    4
    OR
    Divine
    5

    Powers
    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.

    Windswept Chasm Card 5:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Arcane
    10

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Windswept Chasm Card 6:
    Hand Chopper
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Windswept Chasm Card 7:
    Elven Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto 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.

    Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M:3 Ba:0 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
    Located here: Amiri,

    Woods Card 1 - Goblin Commando:
    Goblin Commando
    Monster B

    Traits
    Goblin
    Ranger
    Elite

    Check
    Combat
    9

    Powers
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Woods Card 2:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Woods Card 3:
    Boots of Elvenkind
    Item B

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Woods Card 4:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Woods Card 5:
    Sneak
    Monster B

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Woods Card 6:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Woods Card 7 - Potion of Vision:
    Potion of Vision
    Item B

    Traits
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and chose a character at your location to succeed at a Perception check.

    Watchtower
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Elemental Trenches
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Enora
    Notes:


  • Hand | Deck

    Enroa will recharge Twisted Space to encounter Frost Ray.

    Arcane 6: 1d10 + 2 + 1 ⇒ (3) + 2 + 1 = 6
    Success
    Acquired

    Now Enora's own turn...

    Electricity damage?: 1d4 ⇒ 4NO!

    Enora will move to Windswept Chasm to help with the villain, but simply end her turn.

    Enora wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d10+2
    -ARCANE: INTELLIGENCE +1
    -KNOWLEDGE: INTELLIGENCE +3
    WISDOM d6
    CHARISMA d10+2
    -DIPLOMACY: CHARISMA +1

    Powers
    HAND SIZE 7
    PROFICIENT WITH ☐ Light Armors
    On your check to acquire or recharge a boon that has the Magic trait, you may discard (☐ or recharge) a card that has the Magic trait to add 1d8. (☐ On your check to acquire any boon, you may do this with a card that has the Book trait.)
    After you play a spell (☐ or acquire a spell or an item that has the Magic trait), you may recharge another random spell (☐ or a spell of your choice) from your discard pile.
    For your combat check, you may discard a spell (☑ or a boon that has the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑ 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
    ☐ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

    Hand: Coordinated Blast(3), Create Mindscape(2), Fly(2), Frost Ray(1), Restoration(4), Byzantine Lexicon(2), Cleric of Nethys(2)
    Deck: 5 Discard: 9 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0

    Scarab Sages

    M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

    Blessing of Sarenrae dawns.

    Start of turn a) put Charmed Red Dragon on top of deck to draw Lightning Bolt from the bottom.

    Start of turn b) Use Spyglass, reveal Skeleton and the Henchman. Leave in same order

    Start of turn c) Lightning damage?

    1d4 ⇒ 1

    Discard Lightning Bolt as damage

    Bekah continues down this bizarrely long bridge.

    Ahead she spots a

    Skeleton:

    Monster B
    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Bekah draws her Spirit Sword and unleashes a burst of life energy. The skeleton is disintegrated in the blast.

    Recharge sword to auto defeat.

    Bekah wrote:

    Hand: Keen Rapier +3, Charmed Red Dragon, Legionnaire Chaplain, Deathbane Light Crossbow +1, Swiftshooter, Belt of Charging,

    Displayed:
    Deck: 12 Discard: 9 Buried: 1
    Notes: Re-roll not used. Playmats available for all.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6[ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X ] +2 [ ] +3
    Constituion d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constituion+2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ]+1 [ ]+2
    Charisma d8 [X ] +1 [X ] +2 [ X] +3
    Arcane +1
    Diplomacy +3
    Divine +1
    Favored Card: Player's Choice (My choice: weapon)
    Hand Size 6
    Proficient with: Light armor, weapons
    Powers:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
    []When another character at your location acquires a boon, he may give it to you.
    []When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
    [] When you fail a check to acquire an ally, you may immediately explore again.


    Blessing: Blessing of Gozreh
    Electricity damage?: 1d4 ⇒ 4
    Becoming more acclimated to her surroundings, Amiri dodges the latest lightning strike.

    Explore Woods: Goblin Commando
    Reload Ring of Stony Flesh to reduce BYA damage to 0

    Swing Breakaway Spear at the goblin - who falls to her might (d12 + d8 + 7 >= 9).
    "Foolish little one."

    Discard Quartermaster to explore
    Woods card 2: Scythe +1
    Discard Shieldsplitter Lance for rage power (discard instead of bury thanks to War Paint), draw a card
    Melee 11: 1d12 + 5 + 1d10 + 1d6 ⇒ (8) + 5 + (1) + (1) = 15
    Success

    Recharge the Scythe for Unstoppable Force power to explore
    Woods card 3: Boots of Elvenkind
    Dexterity 5: 1d6 ⇒ 1
    Fail.
    "Bad fit. Two sizes too small."

    Aware that there's nothing left here in the woods but monsters, Amiri decides to settle in to guard the location.

    After resetting my hand, display the Four-Mirror Armor

    Amiri wrote:

    Hand: Blessing of Lamashtu, Breakaway Spear, Dwarven Earthbreaker, Ring of Stony Flesh,

    Displayed: Orange War Paint, Four-Mirror Armor,
    Deck: 5 Discard: 8 Buried: 3
    Notes: Blessing is available, will bury it for 2 if it's a monster.
    Die bumps & rerolls: One bump. Used box reroll.

    Skills and Powers:
    SKILLS

    Strength d12 [x]+1 [x]+2 [x]+3
    Melee: Strength +2
    Dexterity d6
    Constitution d8
    Fortitude: Constitution +2
    Intelligence d4
    Wisdom d6 [x] +1
    Survival: Wisdom +2
    Charisma d6

    Favored Card: Weapon
    Hand Size 5
    Proficient with: Light Armors Weapons
    Powers:
    Bury a card to add d10 to your Strength or Constitution check, or to your check to defeat a barrier that has the Lock, Obstacle, or Trap trait. ([x] Then you may draw a card) If it is your exploration, but not the first, add an additional d6.
    At the end of your turn ([x] or when your location closes), you may move.
    When you defeat a barrier, you may examine the top card of your location deck. You may put any examined boons on the bottom of the location deck.
    When you acquire a boon on your turn, you may immediately recharge it to explore your location.


    During This Adventure:

  • Scenario adventure deck number: 5

    During This Scenario:
    8-00A: ROCK AND ROLL

  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Monster 2
    Spoiler:
    Goblin Pyro
    Monster 1

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    8

    Powers
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Monster 3
    Spoiler:
    Stone Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    16

    Powers
    Damage Dealt by the Stone Giant is dealt to each character at this location.

    Monster 4
    Spoiler:
    Hill Giant
    Monster B

    Traits
    Giant

    Check
    Combat
    15

    Powers
    Damage dealt by the Hill Giant is dealt to each character at this location.

    Monster 5
    Spoiler:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Random Barriers:
    Barrier 1
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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 2
    Spoiler:
    Disjunction Pulse
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    15

    Powers
    If your check to defeate the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

    Barrier 3
    Spoiler:
    Monster in the Closet
    Barrier 1

    Traits
    Skirmish
    Goblin
    Basic

    Check
    Wisdom
    Perception
    9

    Powers
    If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

    Barrier 4
    Spoiler:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

    Powers
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Barrier 5
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Sickle +1
    Weapon 2

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    10

    Powers
    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 2
    Spoiler:
    Flaming Mace +1
    Weapon B

    Traits
    Mace
    Melee
    Bludgenoning
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.

    Weapon 3
    Spoiler:
    Frost Longbow +1
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

    Weapon 4
    Spoiler:
    Short Sword +1
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Magic

    Check
    Strength
    Melee
    7

    Powers
    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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5
    Spoiler:
    Longsword +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; 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:
    Detect Evil
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Swipe
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    6

    Powers
    Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
    Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Mass Cure
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

    Powers
    Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Blizzard
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    12

    Powers
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Web
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Elite

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 2
    Spoiler:
    Deathbane Shield
    Armor 2

    Traits
    Shield
    Magic
    Offhand

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Armor 3
    Spoiler:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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 4
    Spoiler:
    Magic Studded Leather Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    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 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:
    Magic Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4.
    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:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

    Powers
    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 2
    Spoiler:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Item 3
    Spoiler:
    Codex
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Knowledge
    8

    Powers
    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 4
    Spoiler:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Item 5
    Spoiler:
    Headband of Alluring Charisma
    Item 3

    Traits
    Accessory
    Magic

    Check
    Charisma
    5

    Powers
    Reveal this card to add 1 to your Charisma ckeck.
    You may play another item on this check.

    Random Allies:
    Ally 1
    Spoiler:
    Mayor Kendra Deverin
    Ally B

    Traits
    Human
    Mayor

    Check
    Charisma
    Diplomacy
    10

    Powers
    Banish this card to examine your location deck and then shuffle it.

    Ally 2
    Spoiler:
    Merchant
    Ally 2

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Acolyte
    Ally B

    Traits
    Human
    Elite

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 4
    Spoiler:
    Black Arrow Ranger
    Ally 3

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Bear
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    Discard this card to add 2d4 to your combat check.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 2
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    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.

    Blessing 3
    Spoiler:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 5
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    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.

    Turn: 16 Yoon/Maelwys0

    Top of Blessing Discard Pile: Blessing of Norgorber

    Top Blessing:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 2 (Turn 18 Bekah)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 3 (Turn 19 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 20 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 5 (Turn 21 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 6 (Turn 22 Bekah)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 7 (Turn 23 Amiri)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom 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 Deck Card 8 (Turn 24 Yoon)
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    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 9 (Turn 25 Enora)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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 10 (Turn 26 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    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 27 Amiri)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength 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 Deck Card 12 (Turn 28 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    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 29 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    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.

    Canyon
    At This Location: At the end of your turn, shuffle each location deck.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:1 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Bekah

    Great Stone Bridge Card 1:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Great Stone Bridge Card 2:
    Greatclub +3
    Weapon 4

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Great Stone Bridge Card 3:
    Donkey Rats
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

    Great Stone Bridge Card 4:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

    Powers
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Great Stone Bridge Card 5:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

    Powers
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Windswept Chasm
    At This Location: 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.
    M:1 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:2
    Located here: Yoon, Enora
    Notes: Stone Eater Enchanter (villain)!

    Windswept Chasm Card 1:
    Ghoul Bat
    Monster 4

    Traits
    Undead

    Check
    Combat
    17

    Powers
    Bury any card with the Magic trait played during this encounter, unless that card would be banished.

    Windswept Chasm Card 2:
    Trapped Spellbook
    Barrier 5

    Traits
    Cache
    Trap
    Arcane

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    15

    Powers
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Windswept Chasm Card 3:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Windswept Chasm Card 4:
    Blessing of Irori
    Blessing B

    Traits
    Divine
    Irori

    Check
    Intelligence
    4
    OR
    Divine
    5

    Powers
    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.

    Windswept Chasm Card 5:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Arcane
    10

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Windswept Chasm Card 6:
    Hand Chopper
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    12

    Powers
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Windswept Chasm Card 7:
    Elven Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto 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.

    Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Amiri,

    Woods Card 1:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

    Powers
    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.

    Woods Card 2:
    Sneak
    Monster B

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Woods Card 3:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    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.

    Woods Card 4 - Potion of Vision:
    Potion of Vision
    Item B

    Traits
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and chose a character at your location to succeed at a Perception check.

    Watchtower
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Elemental Trenches
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:


  • Turn 16, under the Blessing of Norgorber
    Lightning Storm: 1d4 ⇒ 2 - 1 Lightning Damage, discard one of the Sai
    Ring of Regeneration: 1d9 ⇒ 9 - Recharge Sai from discard
    Move to Great Stone Bridge

    Hearing Bekah call out that she'd cornered another of the elementals, Yoon decides to change her plans, and heads over to the bridge. She's remembered something that an old channeler friend of hers taught her, and wants to try it out.

    Free Exploration - Card #1: Lightning Elemental
    Bury Nexian Channeler to defeat Elemental and automatically close location.

    As she channels the magic to send the elemental back to its home plane, she sees it suddenly pop out of existence. She nods and gives a mock salute to Bekah, then grins at how easy that was. She'll need to remember to send him a message to let him know how effective it was, and thank him for teaching her that trick. That is, next time she's anywhere near a mailbox, and not on some barren hellscape meteor...

    End of turn, recharge Blessing of the Gods from discard.
    Ring of Regeneration: 1d7 ⇒ 3 - Recharge Forensic Physician from discard.
    Draw two to reset my hand.

    Yoon, Firestarter wrote:

    Hand: Ring of Serene Contortion, Elemental Brass Mail, Adamantine Sai +2, Ring of Regeneration, Blessing of Norgorber, Blessing of Yaezhing, Sign of the Rider,

    Displayed:
    Deck: 12 Discard: 6 Buried: 1
    Notes: My blessings are always available when needed, help yourself. (but try to leave me with at least one, if possible ;-) )
    Shirt Reroll used for 8-00A.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6
    Dexterity d8+3
    Acrobatics: Dexterity +1
    Stealth: Dexterity +2
    Constitution d10+3
    Fortitude: Constitution +2
    Intelligence d6
    Wisdom d4
    Charisma d8

    Favored Card Type: Blessing
    Hand Size 7
    Proficient with: Light Armors
    Powers:
    You may recharge or shuffle into your deck a blessing to add your Fortitude skill and the Fire trait to your combat check or your check to defeat a barrier. You may additionally discard any number of cards to add 1d8 for each card discarded.
    When you are dealt Acid, Cold, Electricity, or Fire damage, you may reveal a card that has a trait matching that type to reduce the damage by 3.
    At the end of your turn, you may recharge a blessing from your discard pile.
    You may recharge a card to add 1d10 to your Charisma or Disable non-combat check.


    Hand | Deck

    The hour is basic.

    Electricity damage?: 1d4 ⇒ 2
    Discard Frost Ray

    Enora plays Fly.

    Woods: Shadow
    Windswept Chasm: Ghoul Bat

    Recharge from discard: Locate Object

    Arcane 10: 1d10 + 2 + 1 ⇒ (3) + 2 + 1 = 6
    Discarded

    Enora displays Create Mindscape at the Woods.
    Recharge from discard: Fly

    Free exploration: Ghoul Bat
    Snowball (Byzantine Lexicon), Blessing or Sign from Yoon
    Combat 17: 1d10 + 2 + 2d6 + 2 + 1d10 ⇒ (4) + 2 + (5, 2) + 2 + (9) = 24
    Success
    Defeated

    Recharge from discard: Frost Ray

    Ending my turn.

    Enora wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d10+2
    -ARCANE: INTELLIGENCE +1
    -KNOWLEDGE: INTELLIGENCE +3
    WISDOM d6
    CHARISMA d10+2
    -DIPLOMACY: CHARISMA +1

    Powers
    HAND SIZE 7
    PROFICIENT WITH ☐ Light Armors
    On your check to acquire or recharge a boon that has the Magic trait, you may discard (☐ or recharge) a card that has the Magic trait to add 1d8. (☐ On your check to acquire any boon, you may do this with a card that has the Book trait.)
    After you play a spell (☐ or acquire a spell or an item that has the Magic trait), you may recharge another random spell (☐ or a spell of your choice) from your discard pile.
    For your combat check, you may discard a spell (☑ or a boon that has the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑ 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
    ☐ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

    Hand: Coordinated Blast(3), Marionette(2), Pyrotechnic Blast(1), Restoration(4), Byzantine Lexicon(2), Spellbook(B), Cleric of Nethys(2)
    Deck: 5 Discard: 8 Buried: 0 Displayed: 1
    Notes: Reroll: Not Used, Die Bumps: 0


    Hand update, discarded Sign of the Rider for Enora

    Yoon, Firestarter wrote:

    Hand: Ring of Serene Contortion, Elemental Brass Mail, Adamantine Sai +2, Ring of Regeneration, Blessing of Norgorber, Blessing of Yaezhing,

    Displayed:
    Deck: 11 Discard: 7 Buried: 1
    Notes: My blessings are always available when needed, help yourself. (but try to leave me with at least one, if possible ;-) )
    Shirt Reroll used for 8-00A.
    Sideboard cards:

    Scarab Sages

    M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

    The Blessing of Desna is upon Bekah as she heads to the Windswept Chasm.

    Start of turn, place Charmed Red Dragon on top of deck to draw Spirit Sword from bottom.

    Start of turn, recharge Legionnaire Chaplain to allow @Enora to shuffle a card from her discard into her deck.

    Start of turn, electric damage?

    1d4 ⇒ 2

    Discard Light Crossbow as damage.

    Trapped Spellbook:

    Barrier 5
    Traits
    Cache
    Trap
    Arcane

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    15

    Powers
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

    Recharge rapier for Bardic Power. Use Enora's Coordinated Blast.

    Divine 15: 1d8 + 4 + 1d4 + 3 + 1d10 + 3 ⇒ (3) + 4 + (4) + 3 + (3) + 3 = 20

    Random Spells: 1d4 ⇒ 4

    Detect Evil
    Swipe
    Blizzard
    Mass Cure

    Mass Cure on Enora, and Bekah

    Mass Cure on Bekah: 1d4 + 1 ⇒ (4) + 1 = 5

    Recharge Mass Cure Divine 10: 1d8 + 4 ⇒ (3) + 4 = 7

    Bekah casts Detect Evil, revealing the Henchman

    Recharge? DC6: 1d8 + 4 ⇒ (1) + 4 = 5

    End turn

    Bekah wrote:

    Hand: Belt of Charging, Spirit Sword, Swipe, Blizzard, Blessing of Erastil, Life Leech,

    Displayed:
    Deck: 16 Discard: 7 Buried: 1
    Notes: Re-roll not used. Playmats available for all.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6[ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X ] +2 [ ] +3
    Constituion d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constituion+2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ]+1 [ ]+2
    Charisma d8 [X ] +1 [X ] +2 [ X] +3
    Arcane +1
    Diplomacy +3
    Divine +1
    Favored Card: Player's Choice (My choice: weapon)
    Hand Size 6
    Proficient with: Light armor, weapons
    Powers:
    At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
    You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([X]+3) to a check by another character at your location ([X]) or your check)
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
    []When another character at your location acquires a boon, he may give it to you.
    []When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
    [] When you fail a check to acquire an ally, you may immediately explore again.


    Hand | Deck

    Legionnaire Chaplain: Blessing of the Qi Zhong

    Coordinated Blast
    No spells in my discard to recharge.
    Recharge check
    Arcane 12: 1d10 + 2 + 1 ⇒ (6) + 2 + 1 = 9
    Failed
    Discarded

    Mass Cure
    Heal: 1d4 + 1 ⇒ (4) + 1 = 5
    Blessing of Pharasma
    Binder's Tome
    Blessing of Sivanah
    Coordinated Blast
    Ice Chemist

    Enora wrote:

    Skills and Powers:
    Skills

    STRENGTH d4
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d10+2
    -ARCANE: INTELLIGENCE +1
    -KNOWLEDGE: INTELLIGENCE +3
    WISDOM d6
    CHARISMA d10+2
    -DIPLOMACY: CHARISMA +1

    Powers
    HAND SIZE 7
    PROFICIENT WITH ☐ Light Armors
    On your check to acquire or recharge a boon that has the Magic trait, you may discard (☐ or recharge) a card that has the Magic trait to add 1d8. (☐ On your check to acquire any boon, you may do this with a card that has the Book trait.)
    After you play a spell (☐ or acquire a spell or an item that has the Magic trait), you may recharge another random spell (☐ or a spell of your choice) from your discard pile.
    For your combat check, you may discard a spell (☑ or a boon that has the Magic trait) (☑ or reveal a card that has the Book trait) to use your Charisma skill + 1d6 (☑ 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
    ☑ When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
    ☐ You may recharge a card that has the Book trait to examine the top 3 cards of your location deck.

    Hand: Marionette(2), Pyrotechnic Blast(1), Restoration(4), Byzantine Lexicon(2), Spellbook(B), Cleric of Nethys(2)
    Deck: 11 Discard: 3 Buried: 0 Displayed: 1
    Notes: Reroll: Not Used, Die Bumps: 0

    1 to 50 of 327 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [RetroCon] [ACG] Cosmic Captive (MorkXII) All Messageboards

    Want to post a reply? Sign in.