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

Game Master MorkXII


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Turn 9, under the Blessing of Gozreh
Start of Turn - Ring of Regeneration: 1d2 ⇒ 2 - Adamantine Sai +2 (2) recharged from discard

Free Exploration - Card #1: Wand of Treasure Finding
Location Text - Wand of Treasure Finding. Banish the Wand of Treasure Finding, and encounter the Wand of Treasure Finding.
Check to Acquire - Wisdom 7: 1d4 ⇒ 4 - Failed, banished.

Discard Wayfinder to explore - Card #2: Skeleton Horde
Everybody summons and encounters an Ancient Skeleton
Reveal Adamantine Sai +2 and Ring of Serene Contortion for combat.
Check to Defeat - Combat 8: 1d8 + 6 + 1d4 + 2 ⇒ (8) + 6 + (3) + 2 = 19 - Defeated

Discard Nexian Channeler to explore - Card #3: Boots of Elvenkind
Location Text - Thieves' Tools. Banish the Thieves' Tools, and encounter the Boots of Elvenkind.
Check to Acquire - Acrobatics 5: 1d8 + 6 ⇒ (6) + 6 = 12 - Acquired, displayed with scenario.


End of Turn - Ring of Regeneration: 1d3 ⇒ 1 - Forensic Physician recharged from discard
Draw 2 to reset my hand.

Yoon, Firestarter wrote:

Hand: Adamantine Sai +2, Ring of Serene Contortion, Blessing of Angradd, Elemental Brass Mail, Ring of Regeneration, Cleric of Nethys, Blessing of Yaezhing,

Displayed:
Deck: 13 Discard: 2 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 8-00C1.
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

Summon Ancient Skeleton

Snowball (Codex of Conversations)
Combat 8: 1d10 + 2 + 2d6 + 4 ⇒ (8) + 2 + (4, 3) + 4 = 21
Success


Hand | Deck

The hour is Norgorber.

Free exploration: Mystic Inscription, asking someone for a blessing
Arcane 10: 1d10 + 2 + 1 + 1d10 ⇒ (6) + 2 + 1 + (6) = 15
Success
Defeated
Spells: 1d4 ⇒ 4
Blizzard
Sanctuary
Web
Invisibility

Discard Blessing of Nethys to examine...
Cryptic Runes
Locked Stone Door

Leave the order
Explore: Cryptic Runes
Chronicler, Magnetic Grimoire
Knowledge 10: 1d10 + 2 + 3 + 1d6 + 1d4 ⇒ (8) + 2 + 3 + (4) + (4) = 21
Success
Deafeted
Examine: Locked Stone Door, Bolstering Armor

Attempting to close...
Reveal Ice Chemist to add Cold Trait, reveal Magnetic GrimoireAsking for a Blessing
Intelligence 7+5=12: 1d10 + 2 + 1d4 + 1d10 ⇒ (8) + 2 + (2) + (1) = 13
Success (barely)
Closed

Ending my turn.
Recharge Sanctuary for Eagle Aerie to move to Observation Deck.
Discard Web and Invisibility.

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: Blizzard(5), Death's Touch(5), Fire Barrage(5), Codex of Conversations(4), Magnetic Grimoire(4), Chronicler(B), Ice Chemist(4)
Deck: 10 Discard: 5 Buried: 0 Displayed: 1
Notes: Reroll: Used, Die Bumps: 0
Eagle Aerie


During This Adventure:

  • Scenario adventure deck number: 5

    During This Scenario:
    8-00C1: VERCITE RUINS

  • When you would acquire a boon from a location deck, either place it in a pile next to the scenario card or you are dealt 1 Electricity or 1 Fire damage.
  • You win the scenario when the number of boons in the pile is greater than the number of cards remaining in open location decks.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Displayed boons: 6
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Goblin Dog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your 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:
    Muck Graul
    Monster 3

    Traits
    Plant
    Ogrekin

    Check
    Combat
    15

    Powers
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

    Monster 4
    Spoiler:
    Shining Child
    Monster 5

    Traits
    Outsider

    Check
    Combat
    20

    Powers
    The Shining Child is immune to the Fire and Poison traits.
    All damage dealt by the Shining Child is Fire damage.

    Monster 5
    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.

    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:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Barrier 3
    Spoiler:
    Cryptic Message
    Barrier 3

    Traits
    Cache

    Check
    Intelligence
    Knowledge
    10

    Powers
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

    Barrier 4
    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.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    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 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:
    Glaive
    Weapon B

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    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:
    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.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    Aid
    Spell B

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Consecration
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

    Spell 4
    Spoiler:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    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, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    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.

    Random Armors:
    Armor 1
    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 2
    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 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:
    Reflecting Shield
    Armor 4

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire 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 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:
    Bracers of Protection
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.

    Item 2
    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.

    Item 3
    Spoiler:
    Holy Water
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    8

    Powers
    Discard this card to evade a bane with the Undead trait.
    Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
    Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

    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:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Soldier
    Ally B

    Traits
    Human
    Elite

    Check
    Strength
    Melee
    8
    OR
    Charisma
    Diplomacy
    6

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

    Ally 2
    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 3
    Spoiler:
    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.

    Ally 4
    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 5
    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.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    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 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 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.

    Turn: 11 Bekah/LucianC

    Top of Blessing Discard Pile: Blessing of Calistria

    Top Blessing:
    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 Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 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 2 (Turn 13 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 14 Enora)
    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 15 Bekah)
    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 16 Amiri)
    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 17 Yoon)
    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 7 (Turn 18 Enora)
    Spoiler:
    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.

    Blessings Deck Card 8 (Turn 19 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 20 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 10 (Turn 21 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 22 Enora)
    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 23 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 13 (Turn 24 Amiri)
    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 14 (Turn 25 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 26 Enora)
    Spoiler:
    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.

    Blessings Deck Card 16 (Turn 27 Bekah)
    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 17 (Turn 28 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 18 (Turn 29 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 30 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.

    Bridge
    At This Location: At the end of your turn, you may examine the top card of an open 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
    Located here: Amiri

    Cargo Hold
    At This Location: When you would encounter a boon, draw a boon of the same type from the box instead, encounter 1 and banish 1.
    When Closing: Summon and acquire a random armor and a random item.
    When Permanently Closed: On closing, add 1d6 items from the box to this lcation without looking at them.
    M:0 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Yoon,

    Cargo Hold Card 1:
    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.

    Cargo Hold Card 2 - Cryptic Runes:
    Cryptic Runes
    Henchman Barrier 2

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Engine Room
    At This Location: When you attempt a check that invokes the Fire or Electricity trait, add 1 die.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Sick Bay
    At This Location: Add 2 to your Constitution checks.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Brig
    At This Location: To move, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario's adventure deck number.
    When Closing: Succeed at a Strength, Dexterity, or Disable check with a difficulty of 7 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
    Located here: Bekah

    Brig Card 1 - Conna the Wise:
    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.

    Brig Card 2 - Token of Remembrance:
    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.

    Brig Card 3:
    Giant Badger
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

    Powers
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.

    Brig Card 4:
    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.

    Brig Card 5:
    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.

    Brig Card 6:
    Cryptic Runes
    Henchman Barrier 2

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Brig Card 7:
    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.

    Observation Deck
    At This Location: At the start of your turn, you may succeed at a Perception check with a difficulty of 5 plus the scenario's adventure deck number to examine the top card of another location deck.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
    Located here: Enora,

    Observation Deck Card 1:
    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.

    Observation Deck Card 2:
    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.

    Observation Deck Card 3:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Observation Deck Card 4:
    Sinspawn Axeman
    Monster 5

    Traits
    Aberration
    Fighter

    Check
    Combat
    19

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

    Observation Deck Card 5:
    Locked Passage
    Barrier B

    Traits
    Lock
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Strength
    Melee
    16

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

    Observation Deck Card 6:
    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.

    Observation Deck Card 7:
    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.

    Observation Deck Card 8:
    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.

    Observation Deck Card 9:
    Cryptic Runes
    Henchman Barrier 2

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Observation Deck Card 10:
    Potion of Hiding
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

  • Scarab Sages

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

    Calistria ascends; this could be fun.

    Bekah knows Conna the Wise lies ahead.

    She leaves her Deathbane Light Crossbow +1 with Conna's guards (recharge for BP).

    Diplomacy 9: 1d8 + 3 + 1d4 + 3 ⇒ (2) + 3 + (1) + 3 = 9

    A blessing from Old Deadeye inspires Bekah to move on to claim the Token with no contest [ooc]Autowin[/dice]. She offers it up to the growing collection.

    Bekah again calls to Erastil to move on.

    Giant Badger. Pass.

    End turn, discard Conna, redraw.

    Bekah wrote:

    Hand: Spirit Sword, Belt of Charging, Life Leech, Blessing of Erastil, Keen Rapier +3, Reflecting Buckler,

    Displayed:
    Deck: 13 Discard: 4 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 [X] +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.
    [X] When you fail a check to acquire an ally, you may immediately explore again.


    Turn 12: It is the hour of The Gods

    Join Yoon in the Cargo Hold
    Card Hold card 1: Greatclub +3
    Location Text: Shortsword +1. Banish the club, encounter the sword.
    Melee 7: 1d12 + 5 ⇒ (11) + 5 = 16 Success

    Add sword to the boon pile, discard Blessing of Shizuru to explore
    Cargo Hold card 2: Cryptic Runes
    Bury spear for rage, draw a card (Tooled Crocodile Skin Armor), play Blessing of Achaekek
    Int 10: 1d4 + 1d10 + 1d6 + 2d4 ⇒ (2) + (3) + (6) + (2, 3) = 16 Success
    Nothing to examine, closing location...

    Summon and acquire Armor: Elven Breastplate
    Bury armor for rage, draw a card (Crowbar)
    Fortitude 7: 1d8 + 2 + 1d10 + 1d6 ⇒ (3) + 2 + (5) + (6) = 16 Success

    Summon and acquire Item: Bracers of Protection
    Arcane 3: 1d4 ⇒ 4 Success
    Neither is 'from a location deck' so cannot go to boon pile.

    Location closed!
    Extra Loot: 1d6 ⇒ 5
    Add 5 items to the Hold

    Use fast movement to go to Observation Deck, use Unstoppable Force to explore
    Observation Deck card 1: Crushing Door
    Bury Bracers for rage, draw a card (Pillaging Mace)
    Dex 13: 1d6 + 2 + 1d10 + 1d6 ⇒ (4) + 2 + (7) + (4) = 17 Success

    Use Unstoppable Force to examine: Levitate.
    Leave it there, use fast movement to return to Bridge and examine top card of Brig: Magic Leather Armor.
    Discard Breastplate, draw 2, done

    Amiri wrote:

    Hand: Crowbar, Pillaging Mace, Ring of Stony Flesh, Scales of Remembrance, Blessing of the Gods,

    Displayed: Four-Mirror Armor,
    Deck: 5 Discard: 6 Buried: 6
    Notes:
    Die bumps & rerolls: One bump available. No rerolls left.

    Skills and Powers:
    SKILLS

    Strength d12 [x]+1 [x]+2 [x]+3
    Melee: Strength +2
    Dexterity d6 [x] +1
    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. [x] Then you may explore your location.
    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:
    8-00C1: VERCITE RUINS

  • When you would acquire a boon from a location deck, either place it in a pile next to the scenario card or you are dealt 1 Electricity or 1 Fire damage.
  • You win the scenario when the number of boons in the pile is greater than the number of cards remaining in open location decks.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Displayed boons: 8
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Redcap
    Monster 4

    Traits
    Fey

    Check
    Combat
    17
    OR
    Divine
    12

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

    Monster 2
    Spoiler:
    Ogre
    Monster B

    Traits
    Giant
    Ogre

    Check
    Combat
    14

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

    Monster 3
    Spoiler:
    Roc
    Monster 4

    Traits
    Animal

    Check
    Combat
    17

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

    Monster 4
    Spoiler:
    Scout
    Monster B

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

    Monster 5
    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.

    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:
    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 3
    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 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:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Warhammer +1
    Weapon B

    Traits
    Hammer
    Melee
    Bludgeoning
    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 2
    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 3
    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 4
    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 5
    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.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    Consecration
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

    Spell 3
    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 4
    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 5
    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.

    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:
    Reflecting Shield
    Armor 4

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire 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:
    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.

    Armor 4
    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 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Thieve's Tools
    Item B

    Traits
    Tool
    Basic

    Check
    Dexterity
    Disable
    4

    Powers
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Item 2
    Spoiler:
    Cape of Escape
    Item B

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

    Item 3
    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 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:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Sage
    Ally B

    Traits
    Human
    Sage
    Basic

    Check
    Wisdom
    7
    OR
    Charisma
    Diplomacy
    6

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

    Ally 2
    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 3
    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 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:
    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.

    Random Blessings:
    Blessing 1
    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.

    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 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 5
    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.

    Turn: 13 Yoon/Maelwys0

    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: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Enora)
    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 15 Bekah)
    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 16 Amiri)
    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 17 Yoon)
    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 18 Enora)
    Spoiler:
    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.

    Blessings Deck Card 6 (Turn 19 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 7 (Turn 20 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 21 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 22 Enora)
    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 10 (Turn 23 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 11 (Turn 24 Amiri)
    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 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 26 Enora)
    Spoiler:
    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.

    Blessings Deck Card 14 (Turn 27 Bekah)
    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 15 (Turn 28 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 29 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 30 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.

    Bridge
    At This Location: At the end of your turn, you may examine the top card of an open 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
    Located here: Amiri

    Cargo Hold
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:5 Al:0 Bl:0 ?:0
    Closed
    Located here: Yoon,

    Cargo Hold Card 1:
    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.

    Cargo Hold Card 2:
    Headband of Epic Intelligence
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    7

    Powers
    Reveal this card to add 2 to an Intelligence check. You may use another item on this check.

    Cargo Hold Card 3:
    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.

    Cargo Hold Card 4:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Cargo Hold Card 5:
    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.

    Engine Room
    At This Location: When you attempt a check that invokes the Fire or Electricity trait, add 1 die.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sick Bay
    At This Location: Add 2 to your Constitution checks.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Brig
    At This Location: To move, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario's adventure deck number.
    When Closing: Succeed at a Strength, Dexterity, or Disable check with a difficulty of 7 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Bekah

    Brig Card 1 - Magic Leather Armor:
    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.

    Brig Card 2:
    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.

    Brig Card 3:
    Cryptic Runes
    Henchman Barrier 2

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Brig Card 4:
    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.

    Observation Deck
    At This Location: At the start of your turn, you may succeed at a Perception check with a difficulty of 5 plus the scenario's adventure deck number to examine the top card of another location deck.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
    Located here: Enora,

    Observation Deck Card 1 - Levitate:
    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.

    Observation Deck Card 2:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Observation Deck Card 3:
    Sinspawn Axeman
    Monster 5

    Traits
    Aberration
    Fighter

    Check
    Combat
    19

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

    Observation Deck Card 4:
    Locked Passage
    Barrier B

    Traits
    Lock
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Strength
    Melee
    16

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

    Observation Deck Card 5:
    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.

    Observation Deck Card 6:
    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.

    Observation Deck Card 7:
    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.

    Observation Deck Card 8:
    Cryptic Runes
    Henchman Barrier 2

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Observation Deck Card 9:
    Potion of Hiding
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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


  • Off-turn, discard Blessing of Angradd for one of Enora's checks

    Turn 13, under the Blessing of the Gods
    Start of Turn - Ring of Regeneration: 1d3 ⇒ 2 - Nexian Channeler recharged from discard.
    Move to Brig

    Free Exploration - Card #2: Magic Leather Armor
    Check to Acquire - Fortitude 2: 1d10 + 5 ⇒ (8) + 5 = 13 - Acquired, display with Scenario

    Discard Cleric of Nethys to examine top two cards
    Card #2: Rat Swarm
    Card #3: Cryptic Ruins.
    Place Ruins on top and explore, encountering them.
    Shuffle in Blessing of Yaezhing to add Fortitude to my check. And since that adds Fire, I'll also recharge Elemental Brass Mail to add a die.
    Check to Defeat - Intelligence 10: 2d6 + 1d10 + 5 ⇒ (3, 6) + (2) + 5 = 16 - Defeated. Attempt to close
    Request Bekah's Bardic Inspiration
    Check to Close - Dexterity 12: 1d8 + 5 + 1d4 + 3 ⇒ (7) + 5 + (4) + 3 = 19 - Passed, location closed.

    End of turn, recharge Blessing of Angradd from discard pile.
    End of Turn - Ring of Regeneration: 1d2 ⇒ 2 - Cleric of Nethys recharged from discard.
    Reset my hand, drawing 4 cards.

    Yoon, Firestarter wrote:

    Hand: Adamantine Sai +2, Ring of Serene Contortion, Ring of Regeneration, Dryad Sandals, Wayfarer, Invincible Breastplate, Sign of the Mother,

    Displayed:
    Deck: 14 Discard: 1 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 8-00C1.
    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:
    8-00C1: VERCITE RUINS

  • When you would acquire a boon from a location deck, either place it in a pile next to the scenario card or you are dealt 1 Electricity or 1 Fire damage.
  • You win the scenario when the number of boons in the pile is greater than the number of cards remaining in open location decks.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Displayed boons: 9
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    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 3
    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 4
    Spoiler:
    Roc
    Monster 4

    Traits
    Animal

    Check
    Combat
    17

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

    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:
    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.

    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:
    Battered Chest
    Barrier B

    Traits
    Cache
    Lock
    Elite

    Check
    Dexterity
    Disable
    10
    OR
    Strength
    Melee
    8

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

    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:
    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:
    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 2
    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 3
    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 4
    Spoiler:
    Vicious Trident +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
    When you play this weapon, take 1 Force damage that may not be reduced.

    Weapon 5
    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.

    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:
    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 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:
    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.

    Spell 5
    Spoiler:
    Fiery Weapon
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    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 2
    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 3
    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 4
    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 5
    Spoiler:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    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.
    Recharge 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:
    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 2
    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 3
    Spoiler:
    Thieve's Tools
    Item B

    Traits
    Tool
    Basic

    Check
    Dexterity
    Disable
    4

    Powers
    Reveal this card to add 1 die to your Disable check.
    Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
    Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Item 4
    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 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:
    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.

    Ally 2
    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 3
    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.

    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:
    Soldier
    Ally B

    Traits
    Human
    Elite

    Check
    Strength
    Melee
    8
    OR
    Charisma
    Diplomacy
    6

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

    Turn: 14 Enora/Hawkmoon

    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: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Bekah)
    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 2 (Turn 16 Amiri)
    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 3 (Turn 17 Yoon)
    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 18 Enora)
    Spoiler:
    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.

    Blessings Deck Card 5 (Turn 19 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 20 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 21 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 22 Enora)
    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 23 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 24 Amiri)
    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 11 (Turn 25 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 26 Enora)
    Spoiler:
    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.

    Blessings Deck Card 13 (Turn 27 Bekah)
    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 14 (Turn 28 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 29 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 30 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.

    Bridge
    At This Location: At the end of your turn, you may examine the top card of an open 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
    Located here: Amiri

    Cargo Hold
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:5 Al:0 Bl:0 ?:0
    Closed

    Cargo Hold Card 1:
    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.

    Cargo Hold Card 2:
    Headband of Epic Intelligence
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    7

    Powers
    Reveal this card to add 2 to an Intelligence check. You may use another item on this check.

    Cargo Hold Card 3:
    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.

    Cargo Hold Card 4:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Cargo Hold Card 5:
    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.

    Engine Room
    At This Location: When you attempt a check that invokes the Fire or Electricity trait, add 1 die.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Sick Bay
    At This Location: Add 2 to your Constitution checks.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Brig
    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

    Observation Deck
    At This Location: At the start of your turn, you may succeed at a Perception check with a difficulty of 5 plus the scenario's adventure deck number to examine the top card of another location deck.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
    Located here: Enora,

    Observation Deck Card 1 - Levitate:
    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.

    Observation Deck Card 2:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Observation Deck Card 3:
    Sinspawn Axeman
    Monster 5

    Traits
    Aberration
    Fighter

    Check
    Combat
    19

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

    Observation Deck Card 4:
    Locked Passage
    Barrier B

    Traits
    Lock
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Strength
    Melee
    16

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

    Observation Deck Card 5:
    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.

    Observation Deck Card 6:
    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.

    Observation Deck Card 7:
    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.

    Observation Deck Card 8:
    Cryptic Runes
    Henchman Barrier 2

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Observation Deck Card 9:
    Potion of Hiding
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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


  • Hand | Deck

    Enora heads to the Cargo Hold.

    Free exploration: Magic Spyglass
    Ice Chemist to add Cold trait, Magnetic Grimorie
    Arcane 8: 1d10 + 2 + 1 + 1d4 ⇒ (3) + 2 + 1 + (1) = 7
    Failed

    Discard Chronicler to explore: Headband of Epic Intelligence
    Ice Chemist to add Cold trait, Magnetic Grimorie, 2 blessings
    Intelligence 7: 1d10 + 2 + 1d4 + 2d10 ⇒ (6) + 2 + (2) + (8, 2) = 20
    Success
    Acquired

    Discard Ice Chemist to explore: Amulet of Fiery Fists
    Sign of the Mother, Headband
    Arcane 9: 1d10 + 2 + 1 + 2 + 1d10 ⇒ (1) + 2 + 1 + 2 + (4) = 10

    End my turn. Bekah banished Levitate from the Observation Deck, we win.


    DEVELOPMENT:
    Some may call it luck, but as far as your contribution to the Pathfinder Chronicles will be concerned, it was thanks to your peerless skill and insight that you managed to defuse the myriad ship defenses. Honestly, who installs laser turrets in a cargo hold? No matter—you’ve managed to reboot the engines, and as they blast at the sky, the asteroid slowly but surely begins rotating again. It’s only a matter of time before the sun isn’t blasting the surface, buying you a valuable opportunity to find the way into Aucturn’s Tear.

    SCENARIO REWARD:

  • Report one Fire success to the Overseer GM.
  • For the rest of the adventure, each character gains the following power: “You may recharge a card to reduce Fire damage dealt to you to 0.

    TIER REWARDS:

  • Characters playing for advancement who have completed their second scenario at this tier gain a Power feat.
  • Characters playing for advancement who have completed their fourth scenario at this tier gain a Card feat.

    ACQUIRED CARDS:
    Spell 5 Blizzard
    Spell B Invisibility
    Spell B Sanctuary
    Spell 2 Web
    Armor 1 Elven Breastplate
    Armor 5 Invincible Breastplate
    Armor 4 Lesser Bolstering Armor
    Item 4 Amulet of Fiery Fists
    Item 3 Belt of Giant Strength
    Item B Bracers of Protection
    Item 5 Headband of Epic Intelligence
    Ally 4 Conna the Wise


  • Hand | Deck

    Spell 5: 1d1 ⇒ 1


    Armor 4: 1d1000 ⇒ 861 Upgrading to Silken Ceremonial Armor
    Armor 5: 1d1000 ⇒ 269
    Item 4: 1d1000 ⇒ 272 Or adding Belt of Charging to the deck

    4th Scenario: +1 Item card feat.


    Item 5: 1d1000 ⇒ 878 Replace Dryad Sandals with ... something. I've got about 3 good options, haven't decided which one yet


    8-00C2: PLAYING WITH FIRE
    The tunnels within the asteroid seem almost hotter than the sun-scorched surface, as if the rock itself were generating their own heat. In fact, in some places you’ve even come across rivulets of lava crisscrossing your route, cooled only somewhat by the dry blasts of now-tepid air gusting up from within Aucturn’s Tear. As you seem ready to die from exhaustion, you spy a magnificent palace made of dark glassy stone and surrounded by elegant pools of lava and brass mockeries of plant life. This strange oasis might not be your ideal refuge, but perhaps someone inside can give you directions to somewhere cooler.

    The interior is positively luxurious, and its owner, a powerful ifreeti named Fahaz Nahlam, exuberantly invites you to partake of his hospitality. It’s hard to say no to a fire genie like him, especially one who puts on such a wondrous feast! Fahaz explains how he serves Ymeri, the evil elemental lord of fire and Queen of the Inferno. The ifreeti bemoans his boring duties but hints that perhaps he could twist the letter of his contract to help you if you can help break his boredom. You’re already halfway through agreeing before you notice the mischievous glint in his eye. He excitedly claps his hands twice, summoning fire-skinned servants wielding blades of all types.

    “Let the entertainment begin!” he exclaims with glee before disappearing in a cloud of smoke.

    VILLAIN:
    IFREETI
    HENCHMEN:
    FIRE SPIRITS
    LOCATIONS:
    2 MOLTEN POOL
    2 THE OLD LIGHT
    2 THRONE ROOM
    2 VOLCANIC VENTS
    3 SCORCHED OBELISK
    4 TORTURE CHAMBER

    DURING THIS SCENARIO:

  • Treat the villain Ifreeti and the henchman Fire Spirit as if they have the Veteran trait and the following power: “The difficulty to defeat is increased by twice the scenario’s adventure deck number.”
  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Fire damage.


  • During This Adventure:

  • Scenario adventure deck number: 5
  • You may recharge a card to reduce Fire damage dealt to you to 0.

    During This Scenario:
    8-00C2: PLAYING WITH FIRE

  • Treat the villain Ifreeti and the henchman Fire Spirit as if they have the Veteran trait and the following power: “The difficulty to defeat is increased by twice the scenario’s adventure deck number.”
  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Fire damage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Bugbear
    Monster B

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    10

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

    Monster 2
    Spoiler:
    Xulgath
    Monster B

    Traits
    Xulgath
    Basic

    Check
    Combat
    9

    Powers
    Before the encounter, put 1 card of your choice from your hand on top of your deck.

    Monster 3
    Spoiler:
    Sinspawn Axeman
    Monster 5

    Traits
    Aberration
    Fighter

    Check
    Combat
    19

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

    Monster 4
    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 5
    Spoiler:
    Ogrekin
    Monster 3

    Traits
    Giant
    Ogrekin

    Check
    Combat
    13

    Powers
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.

    Random Barriers:
    Barrier 1
    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.

    Barrier 2
    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 3
    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 4
    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.

    Barrier 5
    Spoiler:
    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.

    Random Weapons:
    Weapon 1
    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 2
    Spoiler:
    Bastard Sword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    2-Handed

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10; 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 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:
    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 5
    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.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    Detect Magic
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    2

    Powers
    During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

    Spell 3
    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.

    Spell 4
    Spoiler:
    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.

    Spell 5
    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.

    Random Armors:
    Armor 1
    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 2
    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 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:
    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 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:
    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 2
    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 3
    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 4
    Spoiler:
    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.

    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:
    Giant Badger
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

    Powers
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.

    Ally 2
    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 3
    Spoiler:
    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.

    Ally 4
    Spoiler:
    Zuvuzeg
    Ally 5

    Traits
    Outsider
    Demon

    Check
    Arcane
    Divine
    18

    Powers
    If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Ilsoari Gandethus
    Ally 1

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

    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 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 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 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 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.

    Turn: 1 Bekah/LucianC

    Top of Blessing Discard Pile: Blessing of Sarenrae

    Top Blessing:
    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 Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 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 2 (Turn 3 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 4 Enora)
    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 4 (Turn 5 Bekah)
    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.

    Blessings Deck Card 5 (Turn 6 Amiri)
    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 6 (Turn 7 Yoon)
    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 7 (Turn 8 Enora)
    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 9 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 9 (Turn 10 Amiri)
    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 10 (Turn 11 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 12 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 12 (Turn 13 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 13 (Turn 14 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 14 (Turn 15 Yoon)
    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 15 (Turn 16 Enora)
    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 16 (Turn 17 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 18 Amiri)
    Spoiler:
    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.

    Blessings Deck Card 18 (Turn 19 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 20 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 20 (Turn 21 Bekah)
    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 21 (Turn 22 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 22 (Turn 23 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 23 (Turn 24 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 24 (Turn 25 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 25 (Turn 26 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 26 (Turn 27 Yoon)
    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 27 (Turn 28 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 28 (Turn 29 Bekah)
    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 29 (Turn 30 Amiri)
    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.

    Molten Pool
    Traits: Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
    When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1

    Molten Pool Card 1:
    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.

    Molten Pool Card 2:
    Fire Spirit
    Henchman Monster 2

    Traits
    Outsider
    Fire
    Elemental

    Check
    Combat
    10

    Powers
    The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
    If undefeated, draw the henchman Conflagration from the box and examine it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Molten Pool Card 3:
    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.

    Molten Pool Card 4:
    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.

    Molten Pool Card 5:
    Roc
    Monster 4

    Traits
    Animal

    Check
    Combat
    17

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

    Molten Pool Card 6:
    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.

    Molten Pool Card 7:
    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.

    Molten Pool 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.

    Molten Pool 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.

    Molten Pool Card 10:
    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.

    The Old Light
    At This Location: Add 1d6 to checks using the Fire trait.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: No effect.
    M:4 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1

    The Old Light Card 1:
    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.

    The Old Light Card 2:
    Fire Spirit
    Henchman Monster 2

    Traits
    Outsider
    Fire
    Elemental

    Check
    Combat
    10

    Powers
    The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
    If undefeated, draw the henchman Conflagration from the box and examine it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    The Old Light Card 3:
    Ogre
    Monster B

    Traits
    Giant
    Ogre

    Check
    Combat
    14

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

    The Old Light Card 4:
    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.

    The Old Light Card 5:
    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.

    The Old Light Card 6:
    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.

    The Old Light Card 7:
    Goblin Commando
    Monster B

    Traits
    Goblin
    Ranger
    Elite

    Check
    Combat
    9

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

    The Old Light 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.

    The Old Light Card 9:
    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.

    The Old Light Card 10:
    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.

    Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1

    Throne Room Card 1:
    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.

    Throne Room Card 2:
    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.

    Throne Room Card 3:
    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.

    Throne Room Card 4:
    Fire Spirit
    Henchman Monster 2

    Traits
    Outsider
    Fire
    Elemental

    Check
    Combat
    10

    Powers
    The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
    If undefeated, draw the henchman Conflagration from the box and examine it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Throne Room Card 5:
    Goblin Dog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Throne Room Card 6:
    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.

    Throne Room Card 7:
    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.

    Throne Room Card 8:
    Headband of Epic Intelligence
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    7

    Powers
    Reveal this card to add 2 to an Intelligence check. You may use another item on this check.

    Throne Room Card 9:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    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.
    Recharge 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.

    Throne Room Card 10:
    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.

    Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1

    Volcanic Vents Card 1:
    Fire Spirit
    Henchman Monster 2

    Traits
    Outsider
    Fire
    Elemental

    Check
    Combat
    10

    Powers
    The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
    If undefeated, draw the henchman Conflagration from the box and examine it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Volcanic Vents Card 2:
    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.

    Volcanic Vents Card 3:
    Shining Child
    Monster 4

    Traits
    Outsider

    Check
    Combat
    20

    Powers
    The Shining Child is immune to the Fire and Poison traits.
    All damage dealt by the Shining Child is Fire damage.

    Volcanic Vents Card 4:
    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.

    Volcanic Vents Card 5:
    Reflecting Shield
    Armor 4

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire 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.

    Volcanic Vents Card 6:
    Flaming Ranseur +3
    Weapon 5

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.

    Volcanic Vents Card 7:
    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.

    Volcanic Vents Card 8:
    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.

    Volcanic Vents Card 9:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

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

    Volcanic Vents Card 10:
    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.

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1

    Scorched Obelisk Card 1:
    Fire Spirit
    Henchman Monster 2

    Traits
    Outsider
    Fire
    Elemental

    Check
    Combat
    10

    Powers
    The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
    If undefeated, draw the henchman Conflagration from the box and examine it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk Card 2:
    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.

    Scorched Obelisk Card 3:
    Deathweb
    Monster 4

    Traits
    Undead

    Check
    Combat
    17
    OR
    Divine
    14

    Powers
    The Deathweb is immune to the Mental and Poison traits.
    Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
    If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

    Scorched Obelisk Card 4:
    Winged Shield
    Armor 5

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    If you played a weapon with the 2-handed trait on this check, you may not play this card.
    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.
    Discard this card to move to another location at the end of your turn.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Scorched Obelisk Card 5:
    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.

    Scorched Obelisk Card 6:
    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.

    Scorched Obelisk Card 7:
    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.

    Scorched Obelisk Card 8:
    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.

    Scorched Obelisk 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.

    Scorched Obelisk Card 10:
    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.

    Torture Chamber
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    When Closing: Each character is dealt 1 Mental damage that may not be reduced.
    When Permanently Closed: No effect.
    M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1

    Torture Chamber Card 1:
    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.

    Torture Chamber Card 2:
    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.

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    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.

    Torture Chamber Card 5:
    Sage
    Ally B

    Traits
    Human
    Sage
    Basic

    Check
    Wisdom
    7
    OR
    Charisma
    Diplomacy
    6

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

    Torture Chamber Card 6:
    Ogre
    Monster B

    Traits
    Giant
    Ogre

    Check
    Combat
    14

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

    Torture Chamber Card 7:
    Cave Bear
    Monster 4

    Traits
    Animal

    Check
    Combat
    16

    Powers
    Damage dealt by the Cave Bear is increased by 1d4-1.

    Torture Chamber Card 8:
    Ifreeti
    Villain Monster 2

    Traits
    Outsider
    Elemental
    Janni
    Fire

    Check
    Combat
    12

    Powers
    Before you act, discard a card from the blessings deck for each other open location.
    The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.

    Torture Chamber Card 9:
    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.

    Torture Chamber Card 10:
    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.


  • Amiri will start at the Torture Chamber

    Amiri wrote:

    Hand: Blessing of Shizuru, Blessing of Lamashtu, Silken Ceremonial Armor, Jorgenfist Spear, Crowbar,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Notes:
    Die bumps & rerolls: One bump available. No rerolls left.

    Skills and Powers:
    SKILLS

    Strength d12 [x]+1 [x]+2 [x]+3
    Melee: Strength +2
    Dexterity d6 [x] +1 [x] +2
    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. [x] Then you may explore your location.
    When you acquire a boon on your turn, you may immediately recharge it to explore your location.


    Hand | Deck

    The Old Light for Enora.

    If I get the Spell 5 upgrade, I'll be replacing Ghost Whip with Channel the Gift.

    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), Death's Touch(5), Fly(2), Magnetic Grimoire(4), Chronicler(B), Cleric of Nethys(2), Ice Chemist(4)
    Deck: 11 Discard: 0 Buried: 0 Displayed: 1
    Notes: Reroll: Used, Die Bumps: 0


    Box Runner

    8-00C1: VERCITE RUINS (CORRECTION!)
    BR Mork asked me to post this correction. The wrong reward was listed under the scenario

    SCENARIO REWARD:
    • Report one Fire success to the Overseer GM.
    • Each character chooses a card from the box that has an adventure deck number less than or equal to the scenario’s adventure deck number and notes it on her Chronicle sheet. When she earns her next scenario reward, she may use the chosen card as a bonus deck upgrade.

    Scarab Sages

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

    It looks like the Item 5 went unclaimed?

    I'd take that.

    My card for next game's upgrade is Celestial Crossbow +3.

    Item 5: 1d1000 ⇒ 242

    Scarab Sages

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

    Ok I'll take Armor 4 for Silken Ceremonial Armor to replace Tooled Crocodile Skin.

    Start at Throne Room.

    Start of turn, recharge Spyglass, draw Cure.

    Explore - Throne Room 1

    Dancing Scimitar +2

    Recharge Cure to add d4+3

    Melee (with finesse) 12: 1d8 + 6 + 1d4 + 3 ⇒ (6) + 6 + (3) + 3 = 18

    Discard Blessing of Old Deadeye to explore again adding d8 to PErception and ranged checks during the exploration.

    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.

    Use Blessing of Erastil.

    Melee 14: 3d8 + 6 - 3 ⇒ (4, 4, 2) + 6 - 3 = 13

    Forgot to add Belt of Charging which adds d8.

    melee: 1d8 - 1 ⇒ (6) - 1 = 5

    Succeeds.

    End turn. Redraw.

    Bekah wrote:

    Hand: Blessing of Erastil, Belt of Charging, Keen Rapier +3, Duelist, Silken Ceremonial Armor, Dancing Scimitar +2,

    Displayed:
    Deck: 13 Discard: 2 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 [X] +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.
    [X] When you fail a check to acquire an ally, you may immediately explore again.


    Yoon will start at the Scorched Obelisk.

    Yoon, Firestarter wrote:

    Hand: Blessing of Abadar, Blessing of Yaezhing, Blessing of Angradd, Forensic Physician, Ring of Regeneration, Cleric of Nethys, Elemental Brass Mail,

    Displayed:
    Deck: 14 Discard: 0 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 8-00C1.
    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.


    Turn 2: It is the hour of Torag
    Burn?: 1d4 ⇒ 1
    Reveal Silken Ceremonial Armor to reduce the fire damage to 0

    Move to Molten Pool and explore
    Molten Pool card 1: Spyglass
    Wisdom 4: 1d6 + 1 ⇒ (1) + 1 = 2 Fail

    Amiri finds a broken spyglass, half-melted from the heat of the pool, and tosses it aside to seek better treasure.

    Discard Blessing of Lamashtu to explore
    Molten Pool card 2: Fire Sprrit
    Reveal the Spear, recharge Blessing of Shizuru
    Combat 20: 1d12 + 5 + 2d6 + 3 + 2d12 ⇒ (8) + 5 + (4, 2) + 3 + (6, 1) = 29 Success

    Locating the fire spirit that controls this area, Amiri drives her spear through it, and watches in satisfaction as it dissipates.
    Take 6 fire damage to close location, recharge Crowbar to reduce to 0, use fast movement to move to Volcanic Vents, draw 3, done

    Amiri wrote:

    Hand: Greatclub +3, Blessing of Abadar, Silken Ceremonial Armor, Jorgenfist Spear, Blessing of Achaekek,

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Notes: Blessings are available, obviously.
    Die bumps & rerolls: One bump available. No rerolls left.

    Skills and Powers:
    SKILLS

    Strength d12 [x]+1 [x]+2 [x]+3
    Melee: Strength +2
    Dexterity d6 [x] +1 [x] +2
    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. [x] Then you may explore your location.
    When you acquire a boon on your turn, you may immediately recharge it to explore your location.


    Turn 3, under the Blessing of the Gods
    Random Fire: 1d4 ⇒ 4 - Missed!

    Free Exploration - Card #1: Fire Spirit
    This is the worst time to meet him. No Channeler, no Sai... and of course immune to fire. Fun.
    Recharge Blessing of Angradd to add one die.
    Ask Amirir to discard Blessing of Achaekek to add two dice against a Henchman.
    Ask Bekah to discard Blessing of Erastil to add one die.
    Check to Defeat - Combat 20: 5d6 ⇒ (2, 6, 1, 5, 6) = 20 - Defeated, by less than 4.
    Check to Close - Fortitude 9: 1d10 + 5 ⇒ (4) + 5 = 9 - Closed, zapping me for 1 Electrical damage. Recharge Elemental Brass Mail to prevent it.

    No discard pile to heal from, so just draw two cards to reset my hand.

    Yoon, Firestarter wrote:

    Hand: Blessing of Abadar, Blessing of Yaezhing, Forensic Physician, Ring of Regeneration, Cleric of Nethys, Blessing of Ptah, Adamantine Sai +2 (2),

    Displayed:
    Deck: 14 Discard: 0 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 8-00C1.
    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.


    "I have just received word that the Icy Reservoirhas now been cleared, claimed, and it is now safe for travel! We are nearly there, Pathfinders!”

    Sorrina Westyr's image flickers as the rain picks up once more. "Those near the Labyrinth of Flame push to help those currently trapped there. Everyone else begin heading towards the Vault entrance as I have a plan!"

    GM's enact the Water event elemental manifestation.

    The Icy Reservoir has now been Claimed!


    Hand | Deck

    For my set aside card, I'll set aside Blessing of the Seventh Veil.


    Hand | Deck

    The hour is Desna.

    Fire damage?: 1d4 ⇒ 4
    Enora manages to beat the heat.

    Free exploration: Teleport
    Enora finds a scroll that surprisingly hasn't been burnt by the sun's rays.
    Ice Chemist, Magnetic Grimoire
    Arcane 12: 1d10 + 2 + 2 + 1d4 ⇒ (8) + 2 + 2 + (2) = 14
    Success
    Acquired

    Discard Cleric of Nethy to examine...
    Fire Spirit
    Ogre

    Leaving things alone.
    Explore: Fire Spirit

    Enora sees a Fire Spirit and takes out her fire extinguisher.
    Snowball (Magnetic Grimoire), Magnetic Grimoire, Ice Chemist
    Combat 10: 1d10 + 2 + 2d6 + 4 + 1d10 + 1d4 + 1d4 ⇒ (3) + 2 + (6, 4) + 4 + (8) + (3) + (1) = 31
    Success
    Defeated

    Attempting to close the location...
    Chrnoicler
    Knowledge 6: 1d10 + 2 + 3 + 1d6 ⇒ (8) + 2 + 3 + (4) = 17
    Success
    Old Light Closed

    Playing Fly
    Throne Room:
    Volcanic Vents: Fire Spirit
    Torture Chamber: Invasion Plans
    Enora moves to the Throne Room
    Ice Chemist, Magnetic Grimoire
    Arcane 10: 1d10 + 2 + 1 + 1d4 ⇒ (4) + 2 + 1 + (4) = 11
    Recharged

    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), Death's Touch(5), Teleport(4), Twisted Space(2), Magnetic Grimoire(4), Chronicler(B), Ice Chemist(4)
    Deck: 11 Discard: 1 Buried: 0 Displayed: 1
    Notes: Reroll: Not Used, Die Bumps: 0

    Summary: Old Light 1 acquired. Old Light Closed. Top of Volcanic Vents: Fire Spirit. Top of Torture Chamber: Invasion plans.M Enora is at the Throne Room


    Turn 4 REDUX: It was the hour of Torag
    Burn? 1
    Revealed Silken Ceremonial Armor to reduce the fire damage to 0

    Moved to Volcanic Vents and explored
    Molten Pool card 1: Fire Spirit
    Revealed the Spear, recharged Blessing of Shizuru
    Combat 20: d12 + 5 + 2d6 + 3 + 2d12 = (8) + 5 + (4, 2) + 3 + (6, 1) = 29 Success

    Took 1 fire damage to close location, revealed Armor to reduce to 0, used fast movement to move back to Torture Chamber, drew 1, ended turn.

    On Yoon's turn, buried Lamashtu for the 2 dice - Achaekek would not have been in hand.

    Amiri wrote:

    Hand: Greatclub +3, Silken Ceremonial Armor, Jorgenfist Spear, Crowbar,

    Displayed:
    Deck: 14 Discard: 0 Buried: 1
    Notes: Blessings are available, obviously.
    Die bumps & rerolls: One bump available. No rerolls left.

    Skills and Powers:
    SKILLS

    Strength d12 [x]+1 [x]+2 [x]+3
    Melee: Strength +2
    Dexterity d6 [x] +1 [x] +2
    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. [x] Then you may explore your location.
    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:
    8-00C2: PLAYING WITH FIRE

  • Treat the villain Ifreeti and the henchman Fire Spirit as if they have the Veteran trait and the following power: “The difficulty to defeat is increased by twice the scenario’s adventure deck number.”
  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Fire damage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    Monster 2
    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 3
    Spoiler:
    Werewolf
    Monster B

    Traits
    Lycanthrope

    Check
    Combat
    13

    Powers
    Examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Monster 4
    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 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:
    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 2
    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.

    Barrier 3
    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.

    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:
    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.

    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:
    Starknife
    Weapon B

    Traits
    Knife
    Melee
    Piercing
    Finesse
    Elite

    Check
    Dexterity
    Ranged
    6

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 3
    Spoiler:
    Battleaxe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    8

    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 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4
    Spoiler:
    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.

    Weapon 5
    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.

    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:
    Consecration
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

    Spell 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:
    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 5
    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.

    Random Armors:
    Armor 1
    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 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:
    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:
    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 5
    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.

    Random Items:
    Item 1
    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 2
    Spoiler:
    Belt of Incredible Dexterity
    Item 3

    Traits
    Accessory
    Magic

    Check
    Dexterity
    5

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

    Item 3
    Spoiler:
    Headband of Inspired Wisdom
    Item 4

    Traits
    Accessory
    Magic

    Check
    Wisdom
    7

    Powers
    Reveal this card to add 2 to your Wisdom check. You may play another item on this check.

    Item 4
    Spoiler:
    Amulet of Life
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

    Item 5
    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.

    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:
    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 3
    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.

    Ally 4
    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 5
    Spoiler:
    Burglar
    Ally B

    Traits
    Human
    Basic

    Check
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    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 3
    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.

    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: 5 Bekah/LucianC

    Top of Blessing Discard Pile: Blessing of Iomedae

    Top Blessing:
    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.


    Blessings Remaining: 25
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Amiri)
    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 2 (Turn 7 Yoon)
    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 3 (Turn 8 Enora)
    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 9 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 10 Amiri)
    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 6 (Turn 11 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 12 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 8 (Turn 13 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 9 (Turn 14 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 15 Yoon)
    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 16 Enora)
    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 17 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 13 (Turn 18 Amiri)
    Spoiler:
    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.

    Blessings Deck Card 14 (Turn 19 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 20 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 21 Bekah)
    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 17 (Turn 22 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 18 (Turn 23 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 19 (Turn 24 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 20 (Turn 25 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 21 (Turn 26 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 22 (Turn 27 Yoon)
    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 23 (Turn 28 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 24 (Turn 29 Bekah)
    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 25 (Turn 30 Amiri)
    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.

    Molten Pool
    Traits: Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
    When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1

    Molten Pool Card 1:
    Roc
    Monster 4

    Traits
    Animal

    Check
    Combat
    17

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

    Molten Pool Card 2:
    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.

    Molten Pool Card 3:
    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.

    Molten Pool 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.

    Molten Pool Card 5:
    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.

    Molten Pool Card 6:
    Fire Spirit
    Henchman Monster 2

    Traits
    Outsider
    Fire
    Elemental

    Check
    Combat
    10

    Powers
    The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
    If undefeated, draw the henchman Conflagration from the box and examine it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Molten Pool Card 7:
    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.

    Molten Pool Card 8:
    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.

    Molten Pool Card 9:
    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.

    Molten Pool Card 10:
    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.

    The Old Light
    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

    Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Bekah, Enora

    Throne Room 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.

    Throne Room Card 2:
    Fire Spirit
    Henchman Monster 2

    Traits
    Outsider
    Fire
    Elemental

    Check
    Combat
    10

    Powers
    The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
    If undefeated, draw the henchman Conflagration from the box and examine it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Throne Room Card 3:
    Goblin Dog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Throne Room Card 4:
    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.

    Throne Room Card 5:
    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.

    Throne Room Card 6:
    Headband of Epic Intelligence
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    7

    Powers
    Reveal this card to add 2 to an Intelligence check. You may use another item on this check.

    Throne Room Card 7:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    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.
    Recharge 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.

    Throne Room Card 8:
    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.

    Volcanic Vents
    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

    Scorched Obelisk
    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

    Torture Chamber
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    When Closing: Each character is dealt 1 Mental damage that may not be reduced.
    When Permanently Closed: No effect.
    M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
    Located here: Amiri

    Torture Chamber Card 1 - Invasion Plans:
    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.

    Torture Chamber Card 2:
    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.

    Torture Chamber Card 3:
    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.

    Torture Chamber Card 4:
    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.

    Torture Chamber Card 5:
    Sage
    Ally B

    Traits
    Human
    Sage
    Basic

    Check
    Wisdom
    7
    OR
    Charisma
    Diplomacy
    6

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

    Torture Chamber Card 6:
    Ogre
    Monster B

    Traits
    Giant
    Ogre

    Check
    Combat
    14

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

    Torture Chamber Card 7:
    Cave Bear
    Monster 4

    Traits
    Animal

    Check
    Combat
    16

    Powers
    Damage dealt by the Cave Bear is increased by 1d4-1.

    Torture Chamber Card 8:
    Ifreeti
    Villain Monster 2

    Traits
    Outsider
    Elemental
    Janni
    Fire

    Check
    Combat
    12

    Powers
    Before you act, discard a card from the blessings deck for each other open location.
    The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.

    Torture Chamber Card 9:
    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.

    Torture Chamber Card 10:
    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.

  • Scarab Sages

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

    Blessing of Iomedae is up.

    Fire Damage? 1d4 ⇒ 4

    Explore Throne Room Card 1

    Disjunction Pulse:

    Barrier 5
    Traits
    Trap
    Magic
    Arcane

    Check
    Dexterity
    Disable
    15

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

    Using Enora's coordinated blast, recharge Dancing Scimitar +2 for BP.

    Dex 15: 1d8 + 3 + 1d10 + 3 + 1d4 + 3 ⇒ (7) + 3 + (9) + 3 + (4) + 3 = 29

    Discard Duelist to explore again.

    Throne Room Card 2

    Fire Spirit:

    Henchman Monster 2
    Traits
    Outsider
    Fire
    Elemental

    Check
    Combat
    10

    Powers
    The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
    If undefeated, draw the henchman Conflagration from the box and examine it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Keen Rapier +3, Belt of Charging, then recharge belt to draw Dragoon, recharge Dragoon, recharge Deathbane Crossbow for BP.

    Combat 20: 1d8 + 2d4 + 3 + 1d8 + 2d6 + 1d4 + 3 ⇒ (5) + (2, 2) + 3 + (3) + (5, 1) + (2) + 3 = 26

    Autosucceed at Diplomacy check to close location.

    End turn, redraw

    Bekah wrote:

    Hand: Whip of Centipedes, Humanbane Crossbow +2, Keen Rapier +3, Legionnaire Chaplain, Silken Ceremonial Armor, Spirit Sword,

    Displayed:
    Deck: 12 Discard: 4 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 [X] +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.
    [X] When you fail a check to acquire an ally, you may immediately explore again.


    Turn 6: Hour of Norgorber
    Burn?: 1d4 ⇒ 2
    Reveal Silken Ceremonial Armor to reduce the fire damage to 0

    Explore Torture Chamber card 1: Invasion Plans
    Ask Yoon to play Blessing of Abadar
    Survival 13: 1d6 + 3 + 2d6 ⇒ (2) + 3 + (5, 4) = 14 Success

    Invasion Plans allows examination and re-ordering of Hand Chopper, Leather Armor, and Elven Sharpshooter. Move Leather Armor to the top. Use unstoppable force to explore.
    Leather Armor is automatically acquired. Use unstoppable force to recharge acquisition to explore the Hand Chopper.
    Bury Greatclub for rage, draw a card (Blessing of Abadar)

    Dexterity 12: 1d6 + 2 + 1d10 + 1d6 ⇒ (4) + 2 + (10) + (1) = 17 Success

    Use Hand Chopper to draw a random weapon from the box: Shortspear +3. Use unstoppable force to examine the top card (hey look, elven sharpshooter).
    Pause to see what folks think about the Ally 5 before using unstoppable force to explore.

    Have d6 + 2 for Dex 12, happy to play my Abadar for second d6. With BP, would be 2d6 + d4 + 5. Could also end turn and leave ally on top. And lastly could move ally to bottom of the location and explore the next card 'blind'.


    Continuing...

    Play blessing of abadar, receive BP from Bekah
    Dexterity 12: 1d6 + 2 + 1d6 + 1d4 + 3 ⇒ (6) + 2 + (3) + (4) + 3 = 18 Success

    Use unstoppable force to recharge acquisition to explore
    Torture Chamber card 5: Sage
    Cha 6: 1d6 ⇒ 1 Fail

    Use fast movement to head to the Molten Pool (for temp-closing), draw two, end turn.

    Amiri wrote:

    Hand: Blessing of Achaekek, Quartermaster, Silken Ceremonial Armor, Jorgenfist Spear, Crowbar

    Displayed:
    Deck: 16 Discard: 2 Buried: 1
    Notes: Blessings is available.
    Die bumps & rerolls: One bump available. No rerolls left.

    Skills and Powers:
    SKILLS

    Strength d12 [x]+1 [x]+2 [x]+3
    Melee: Strength +2
    Dexterity d6 [x] +1 [x] +2
    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. [x] Then you may explore your location.
    When you acquire a boon on your turn, you may immediately recharge it to explore your location.


    Hand | Deck

    Coordinated Blast
    Ice Chemist, Magnetic Grimoire
    Arcane 14: 1d10 + 2 + 1 + 1d4 ⇒ (7) + 2 + 1 + (1) = 11
    Coordinated Blast discarded.

    Teleport
    Recharged: Coordinated Blast
    Ice Chemist, Magnetic Grimoire
    Arcane 14: 1d10 + 2 + 1 + 1d4 ⇒ (7) + 2 + 1 + (4) = 14
    Teleport recharged.

    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: Death's Touch(5), Twisted Space(2), Magnetic Grimoire(4), Chronicler(B), Ice Chemist(4)
    Deck: 13 Discard: 1 Buried: 0 Displayed: 1
    Notes: Reroll: Not Used, Die Bumps: 0


    During This Adventure:

  • Scenario adventure deck number: 5

    During This Scenario:
    8-00C2: PLAYING WITH FIRE

  • Treat the villain Ifreeti and the henchman Fire Spirit as if they have the Veteran trait and the following power: “The difficulty to defeat is increased by twice the scenario’s adventure deck number.”
  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Fire damage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Goblin Dog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Monster 2
    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 3
    Spoiler:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    11
    OR
    Dexterity
    Stealth
    9

    Powers
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Monster 4
    Spoiler:
    Hell Hound
    Monster B

    Traits
    Outsider
    Elite

    Check
    Combat
    10

    Powers
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

    Monster 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    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.

    Barrier 2
    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 3
    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 4
    Spoiler:
    Battered Chest
    Barrier B

    Traits
    Cache
    Lock
    Elite

    Check
    Dexterity
    Disable
    10
    OR
    Strength
    Melee
    8

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

    Barrier 5
    Spoiler:
    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.

    Random Weapons:
    Weapon 1
    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 2
    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 3
    Spoiler:
    Shock Longbow +1
    Weapon B

    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 + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity 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 with the Electricity trait to a combat check at another location.

    Weapon 4
    Spoiler:
    Vicious Trident +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
    When you play this weapon, take 1 Force damage that may not be reduced.

    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:
    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 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:
    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:
    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:
    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.

    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:
    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:
    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:
    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 5
    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.

    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:
    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 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:
    Giant Badger
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

    Powers
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Soldier
    Ally B

    Traits
    Human
    Elite

    Check
    Strength
    Melee
    8
    OR
    Charisma
    Diplomacy
    6

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

    Ally 3
    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.

    Ally 4
    Spoiler:
    Burglar
    Ally B

    Traits
    Human
    Basic

    Check
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    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 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 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 4
    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.

    Blessing 5
    Spoiler:
    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.

    Turn: 7 Yoon/Maelwys0

    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: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Enora)
    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 9 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 10 Amiri)
    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 11 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 12 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 6 (Turn 13 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 7 (Turn 14 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 15 Yoon)
    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 16 Enora)
    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 10 (Turn 17 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 18 Amiri)
    Spoiler:
    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.

    Blessings Deck Card 12 (Turn 19 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 13 (Turn 20 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 21 Bekah)
    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 15 (Turn 22 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 23 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 17 (Turn 24 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 25 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 19 (Turn 26 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 27 Yoon)
    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 21 (Turn 28 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 22 (Turn 29 Bekah)
    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 23 (Turn 30 Amiri)
    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.

    Molten Pool
    Traits: Abyssal
    At This Location: When you would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
    When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
    Located here: Amiri

    Molten Pool Card 1:
    Roc
    Monster 4

    Traits
    Animal

    Check
    Combat
    17

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

    Molten Pool Card 2:
    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.

    Molten Pool Card 3:
    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.

    Molten Pool 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.

    Molten Pool Card 5:
    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.

    Molten Pool Card 6:
    Fire Spirit
    Henchman Monster 2

    Traits
    Outsider
    Fire
    Elemental

    Check
    Combat
    10

    Powers
    The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
    If undefeated, draw the henchman Conflagration from the box and examine it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Molten Pool Card 7:
    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.

    Molten Pool Card 8:
    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.

    Molten Pool Card 9:
    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.

    Molten Pool Card 10:
    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.

    The Old Light
    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

    Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    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, Enora

    Volcanic Vents
    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

    Scorched Obelisk
    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

    Torture Chamber
    At This Location: Combat or Fire damage dealt to you is increased by 1d4.
    When Closing: Each character is dealt 1 Mental damage that may not be reduced.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

    Torture Chamber Card 1:
    Ogre
    Monster B

    Traits
    Giant
    Ogre

    Check
    Combat
    14

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

    Torture Chamber Card 2:
    Cave Bear
    Monster 4

    Traits
    Animal

    Check
    Combat
    16

    Powers
    Damage dealt by the Cave Bear is increased by 1d4-1.

    Torture Chamber Card 3:
    Ifreeti
    Villain Monster 2

    Traits
    Outsider
    Elemental
    Janni
    Fire

    Check
    Combat
    12

    Powers
    Before you act, discard a card from the blessings deck for each other open location.
    The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.

    Torture Chamber Card 4:
    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.

    Torture Chamber Card 5:
    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.


  • Hand | Deck

    I think Enora and Bekah moved to the Torture Chamber via Teleport.


    Turn 7, under the Blessing of Abadar.
    World is on Fire: 1d4 ⇒ 1 - Discard Blessing of Ptah for damage.
    Move to Molten Pool

    Free Exploration - Card #1: Roc
    Reveal Sai for combat. Recharge Blessing of Yaezhing to add Fortitude.
    Check to Defeat - Combat 17: 1d8 + 4 + 1d4 + 2 + 1d10 + 5 ⇒ (2) + 4 + (2) + 2 + (7) + 5 = 22 - Defeated.

    Discard Cleric of Nethys to examine the top two cards and explore
    Card #2: Door Spike
    Card #3: Spyglass
    Replace them in the same order and explore - Card #2: Door Spike
    Recharge Blessing of Abadar for 2 dice to a Dexterity check
    Check to Defeat - Dexterity 12: 3d8 + 3 ⇒ (5, 2, 8) + 3 = 18 - Defeated.

    Discard Forensic Physician, shuffling Cleric of Nethys into deck and exploring - Card #3: Spyglass.
    Check to Acquire - Wisdom 4: 1d4 ⇒ 2 - Failed, banished.

    End of turn, recharge Blessing of Ptah from discard.
    Ring of Regeneration - recharge Forensic Physician from discard.
    Draw 5 to reset my hand.

    Yoon, Firestarter wrote:

    Hand: Ring of Regeneration, Adamantine Sai +2 (2), Blessing of Norgorber, Wayfarer, Blessing of Angradd, Blessing of Abadar, Sign of the Rider,

    Displayed:
    Deck: 14 Discard: 0 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 8-00C1.
    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 Sarenrae.

    Fire damage?: 1d4 ⇒ 3
    Yes. Discard Twisted Space.

    Free exploration: Ogre
    An Orge is waiting.
    Snowball (Magnetic Grimoire), Ice Chemist, Magnetic Grimoire
    Combat 14: 1d10 + 2 + 2d6 + 4 + 1d4 ⇒ (8) + 2 + (2, 4) + 4 + (4) = 24
    Success
    Ice Chemist, Magnetic Grimoire
    Arcane 12: 1d10 + 2 + 1 + 1d4 ⇒ (2) + 2 + 1 + (4) = 9
    Recharge heal: Twisted Space
    Defeated

    Discard Chronicler to explore: Cave Bear
    The ogre had a friend.
    Death's Touch, Ice Chemist, Magnetic Grimoire
    Combat 16: 1d10 + 2 + 1 + 3d6 + 3 ⇒ (2) + 2 + 1 + (1, 6, 5) + 3 = 20
    Defeated.

    Ice Chemist to explore: Ifreeti
    Amiri takes the fire damage and buries Silken Ceremonial Armor.
    [ooc]Snowball (Magnetic Grimoire), Ice Chemist (from exploration), Magnetic Grimoire, Yoon's Sign or another blessing, Amiri' Blessing of Achaekek, Bekah's Bardic Performance
    Combat 12+10=22: 1d10 + 2 + 1 + 2d6 + 4 + 1d8 + 1d4 + 1d10 + 2d10 + 1d4 + 3 ⇒ (1) + 2 + 1 + (3, 6) + 4 + (5) + (2) + (4) + (4, 8) + (3) + 3 = 46
    Success
    Defeated
    Cornered

    We win!


    DEVELOPMENT:
    The ifreeti Fahaz Nahlam smiles and shrugs with chagrin with his back to one corner of his palace. “You certainly know how to throw a party, oh brutal guests,” he admits with a bow. “My lady Ymeri aids the Fossilized King Ayrzul only due to ancient pacts, and it is no doubt his prisoner that you seek. I shall lead you deeper and beyond my own realm, though unless you can weaken Ayrzul’s grip on this place, he will continue to block your way. You would do well to explore other regions, and as you do, travel with my blessing.” He waves his hands over you, and suddenly the caverns’ oppressive heat fades to a pleasant warmth, as if fire could harm you no more.

    SCENARIO REWARD:

  • Report one Fire success to the Overseer GM.
  • For the rest of the adventure, each character gains the following power: “You may recharge a card to reduce Fire damage dealt to you to 0.”

    ACQUIRED CARDS:
    Type Adv_Deck_Num Card
    Weapon 5 Dancing Scimitar +2
    Weapon 4 Shortspear +3
    Spell 4 Teleport
    Armor B Leather Armor
    Ally 5 Elven Sharpshooter


  • Hand | Deck

    Nothing from the pool for me. I'll take the Blessing of the Seventh Veil I set aside last scenario.


    Interested in the Weapon 5 and/or the Ally 5.
    The oracular bonus upgrade from the prior scenario would be Blessing of the Inheritor.

    Scenario Boon Cert: 1d20 + 1d20 ⇒ (14) + (13) = 27 No luck.

    Scarab Sages

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

    Ally 5 1d1000 ⇒ 943

    Taking the Celestial Crossbow +3 from last scenario and replacing the Deathbane Crossbow I had.


    The image of Sorrina Westyr appears as she helps an enormous water elemental dispatch a band of gargoyles. “We do not stand alone in our efforts, my friends. Our teams discovered a band of rebels fighting back against our adversaries and we have begun to coordinate with them. Some much needed assistance should be arriving shortly.”

    Table GMs, the Allies benefit is now in play


    Rewards for Amiri:
    Weapon 5 (Flaming Ranseur +3)
    Blessing of the Inheritor from the prior scenario's delayed reward
    +1 Con (no reason not to advance to tier 6)

    Scarab Sages

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

    Bekah upgrades Viking Shieldmaster to Sacred Killer.

    Scarab Sages

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

    Bekah's Card feat is spell and I add Black Spot.

    Scarab Sages

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

    Hand: Keen Rapier +3, Life Leech, Celestial Crossbow +3, Blessing of Erastil, Mass Cure, Blessing of Abadar,

    Displayed:
    Deck: 15 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 [X] +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.
    [X] When you fail a check to acquire an ally, you may immediately explore again.


    As noted in the chat, happy to hang with Bekah, since Amiri's not overly charismatic.

    Amiri wrote:

    Hand: Jorgenfist Spear, Blessing of the Inheritor, Quartermaster, Blessing of Abadar, Grappler's Mask

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Notes: Blessings are available.
    Die bumps & rerolls: One bump available. No rerolls left.

    Skills and Powers:
    SKILLS

    Strength d12 [x]+1 [x]+2 [x]+3
    Melee: Strength +2
    Dexterity d6 [x] +1 [x] +2
    Constitution d8 [x] +1
    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. [x] Then you may explore your location.
    When you acquire a boon on your turn, you may immediately recharge it to explore your location.


    The asteroid groans as if an invisible weight had been lifted from it, leaving the air cleaner and breathing easier. The reassuring breeze emanating from tunnels suddenly drops in intensity, leaving a feeble stream that whistles weakly as it drifts off into space. A moment later, portals wreathed in tumbling stone open all across the asteroid, and Sorrina Westyr urgently beckons everyone to come through.

    “We've truly grabbed the scorpion by the tail. Whatever entity was holding us at bay has loosened its grip, but it has redirected its efforts to cutting off the source of air that allows us to survive in this place. The path forward is no longer filled with lethal energy. We have at most…an hour or two before we must return home or face asphyxiation. But if we press forward and find the source of the air, I believe it is tied to whatever captive is imprisoned here. Our portal minders will stand ready in case we need to evacuate quickly.”

    Sorrina leads the assembled Pathfinders toward the edge of an immense, steeply sloped tunnel that descends into a miles-wide, spherical cavern. A crude stone fortress floats near the cave's center as if it were a rocky sun, and enormous slabs of earth orbit it like a miniature asteroid belt. These slabs gravitate inward toward the fortress, but periodic blasts of air slow their approach and cast the jagged masses back toward the edge of the cavern. Each gust is slightly weaker than the last.

    Robed figures cling to the rocky slabs and chant loudly, as if empowering the stone. Unimpressed, Sorrina Westyr casts a spell at one of the distant cultists and flings him off his crude platform.

    “Aiiiiiiiiiiieeeeeeee!” The cultist screams, arms and legs askew as he hurtles toward the fortress and collides with its surface with a faint splat.

    “Woo hoo, Bullseye!” Drandle Dreng claps, then goes back to organizing a party of Pathfinders who are busily unpacking knotted ropes. “Hurry, there’s not a moment to lose!”

    “We must get to that fortress,” Sorrina announces before signaling others to lower knotted ropes down to the cavern. “Clear off the opposition, then we'll make our way inside. I find it reassuring that whatever lies within the fortress has an aura of good, and no doubt seeks our aid.”

    Part III Begins!


    8-00D: THINGS FALL APART
    Ever since you arrived on Aucturn’s Tear, gusts of wind have periodically billowed out from deep within the asteroid, carrying with them life-giving oxygen—as well as welcoming breezes for those traveling the fiery tunnels and rare warmth for those navigating the icy passages below the frozen city. Now the airflow has become weak and anemic, as though the unknown source that has sustained you so far were being constricted—or worse, sealed away entirely.

    As you’ve traveled deeper into the asteroid, it has become increasingly clear that what lies at the center is not a mundane treasure but a trapped, extraplanar entity. You’ve crossed paths and blades with fiends before, yet this creature seems strangely friendly and helpful. There’s the possibility that it’s some trickster trying to secure your assistance by feigning benevolence. On the other hand, based on what you’ve learned from the genies and other elemental-kin you’ve met, this captive is the survivor of a long-forgotten era when the Elemental Planes were kept in balance between good and evil. As a Pathfinder, you learned that four tyrannical lords now rule the Elemental Planes uncontested: Ayrzul, the Fossilized King; Hshurha, the Duchess of All Winds; Kelizandri, the Brackish Emperor; and Ymeri, the Queen of the Inferno. Could it be that you’ve inadvertently joined a rescue mission for one of their lost rivals?

    A rune-scribed floating island begins drifting beneath the tunnel and brushing against the lowered ropes. “These rocky fragments gravitate toward the fortress,” Sorrina shouts as she hangs from a rope. “If we can cling on before it travels out of reach, it should carry us toward our destination. Once you reach the surface, get inside, find the center, and help break out the prisoner.” Other teams of Pathfinders nearby nod in acknowledgement at the Master of Spells’s instructions and prepare to rapel down toward the floating boulders that approach. One iceberg-sized rock spins slightly, revealing a host of undead cultists that cease their chanting, point toward the Pathfinders, and let loose unholy wails.

    “Ready? Now!” cries the Master of Spells, and agents begin rappelling down to the crude platform. As they land and clash with the evil priests, gravity seems to pull the giant rock back toward the fortress at the cavern’s center. The motion hurls away several agents, but they’re able to latch onto other platforms, joining other teams and continuing the fight.

    Best hold on, Pathfinders—it’s going to be a rocky flight!

    VILLAIN:
    NONE
    HENCHMEN:
    NONE
    LOCATIONS:
    2-4 COLLAPSING BRIDGE

    DURING THIS SCENARIO:

  • Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
  • Follow the overseer GM's instructions.
  • When the Overseer GM says "Make a run for it," end the current turn. Continue the scenario with Section 2.


  • During This Adventure:

  • Scenario adventure deck number: 5
  • You may recharge a card to reduce Fire damage dealt to you to 0.

    During This Scenario:
    8-00D: THINGS FALL APART
    Ever since you arrived on Aucturn’s Tear, gusts of wind have periodically billowed out from deep within the asteroid, carrying with them life-giving oxygen—as well as welcoming breezes for those traveling the fiery tunnels and rare warmth for those navigating the icy passages below the frozen city. Now the airflow has become weak and anemic, as though the unknown source that has sustained you so far were being constricted—or worse, sealed away entirely.

    As you’ve traveled deeper into the asteroid, it has become increasingly clear that what lies at the center is not a mundane treasure but a trapped, extraplanar entity. You’ve crossed paths and blades with fiends before, yet this creature seems strangely friendly and helpful. There’s the possibility that it’s some trickster trying to secure your assistance by feigning benevolence. On the other hand, based on what you’ve learned from the genies and other elemental-kin you’ve met, this captive is the survivor of a long-forgotten era when the Elemental Planes were kept in balance between good and evil. As a Pathfinder, you learned that four tyrannical lords now rule the Elemental Planes uncontested: Ayrzul, the Fossilized King; Hshurha, the Duchess of All Winds; Kelizandri, the Brackish Emperor; and Ymeri, the Queen of the Inferno. Could it be that you’ve inadvertently joined a rescue mission for one of their lost rivals?

    A rune-scribed floating island begins drifting beneath the tunnel and brushing against the lowered ropes. “These rocky fragments gravitate toward the fortress,” Sorrina shouts as she hangs from a rope. “If we can cling on before it travels out of reach, it should carry us toward our destination. Once you reach the surface, get inside, find the center, and help break out the prisoner.” Other teams of Pathfinders nearby nod in acknowledgement at the Master of Spells’s instructions and prepare to rapel down toward the floating boulders that approach. One iceberg-sized rock spins slightly, revealing a host of undead cultists that cease their chanting, point toward the Pathfinders, and let loose unholy wails.

    “Ready? Now!” cries the Master of Spells, and agents begin rappelling down to the crude platform. As they land and clash with the evil priests, gravity seems to pull the giant rock back toward the fortress at the cavern’s center. The motion hurls away several agents, but they’re able to latch onto other platforms, joining other teams and continuing the fight.

    Best hold on, Pathfinders—it’s going to be a rocky flight!

    VILLAIN:
    NONE
    HENCHMEN:
    NONE
    LOCATIONS:
    2-4 COLLAPSING BRIDGE

    DURING THIS SCENARIO:

  • Put the Collapsing Bridge location card in the center of the table. Using the deck list from Collapsing Bridge, make a number of Collapsing Bridge stacks equal to the number of characters plus 2. Treat each of these stacks as a unique Collapsing Bridge location deck. When a location is closed, do not flip the location card; make a new Collapsing Bridge stack and shuffle the blessings discard pile into the blessings deck.
  • Follow the overseer GM's instructions.
  • When the Overseer GM says "Make a run for it," end the current turn. Continue the scenario with Section 2.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Bugbear
    Monster B

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    10

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

    Monster 2
    Spoiler:
    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.

    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:
    Giant Gecko
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8

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

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    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 2
    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 3
    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 4
    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.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Vicious Trident +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
    When you play this weapon, take 1 Force damage that may not be reduced.

    Weapon 2
    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 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:
    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 5
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    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, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 2
    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 3
    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 4
    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.

    Spell 5
    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.

    Random Armors:
    Armor 1
    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 2
    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 3
    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 4
    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 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:
    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 2
    Spoiler:
    Cape of Escape
    Item B

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

    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:
    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 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:
    Monkey
    Ally 3

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Lizard
    Ally 4

    Traits
    Animal
    Arcane

    Check
    Intelligence
    Arcane
    Wisdom
    Survival
    8

    Powers
    Discard this card to succeed at your Stealth or Survival check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Burglar
    Ally B

    Traits
    Human
    Basic

    Check
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.

    Ally 4
    Spoiler:
    Burglar
    Ally B

    Traits
    Human
    Basic

    Check
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
    If you do not acquire this card, discard 1 weapon or item.

    Ally 5
    Spoiler:
    Pyromaniac Mage
    Ally 5

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    Charisma
    Diplomacy
    13

    Powers
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    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 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.

    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 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: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Amiri)
    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.

    Blessings Deck Card 2 (Turn 3 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 4 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 4 (Turn 5 Bekah)
    Spoiler:
    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.

    Blessings Deck Card 5 (Turn 6 Amiri)
    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.

    Blessings Deck Card 6 (Turn 7 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 8 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 9 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 9 (Turn 10 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 11 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 12 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 13 Bekah)
    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 14 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 15 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 16 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 16 (Turn 17 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 17 (Turn 18 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 19 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 20 Enora)
    Spoiler:
    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.

    Blessings Deck Card 20 (Turn 21 Bekah)
    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 22 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 22 (Turn 23 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 24 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 24 (Turn 25 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 25 (Turn 26 Amiri)
    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 26 (Turn 27 Yoon)
    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 Enora)
    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 28 (Turn 29 Bekah)
    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 29 (Turn 30 Amiri)
    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.

    Collapsing Bridge
    At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
    When Closing: You are dealt 4 Combat damage.
    When Permanently Closed: Before closing, search this location deck for boons and draw them.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
    Located here: Amiri, Bekah

    Collapsing Bridge Card 1:
    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.

    Collapsing Bridge Card 2:
    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.

    Collapsing Bridge Card 3:
    Scout
    Monster B

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

    Collapsing Bridge Card 4:
    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.

    Collapsing Bridge Card 5:
    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.

    Collapsing Bridge Card 6:
    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.

    Collapsing Bridge Card 7:
    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.

    Collapsing Bridge Card 8:
    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.

    Collapsing Bridge Card 9:
    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.

    Collapsing Bridge 2
    At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
    When Closing: You are dealt 4 Combat damage.
    When Permanently Closed: Before closing, search this location deck for boons and draw them.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
    Located here: Enora

    Collapsing Bridge 2 Card 1:
    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.

    Collapsing Bridge 2 Card 2:
    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.

    Collapsing Bridge 2 Card 3:
    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.

    Collapsing Bridge 2 Card 4:
    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.

    Collapsing Bridge 2 Card 5:
    Soldier
    Ally B

    Traits
    Human
    Elite

    Check
    Strength
    Melee
    8
    OR
    Charisma
    Diplomacy
    6

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

    Collapsing Bridge 2 Card 6:
    Ven Vinder
    Ally 1

    Traits
    Human
    Shopkeeper

    Check
    Charisma
    Diplomacy
    6
    OR
    Dexterity
    Stealth
    8

    Powers
    Banish this card to add a random item from the box to your hand.

    Collapsing Bridge 2 Card 7:
    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.

    Collapsing Bridge 2 Card 8:
    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.

    Collapsing Bridge 2 Card 9:
    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.

    Collapsing Bridge 3
    At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
    When Closing: You are dealt 4 Combat damage.
    When Permanently Closed: Before closing, search this location deck for boons and draw them.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
    Located here: Yoon

    Collapsing Bridge 3 Card 1:
    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.

    Collapsing Bridge 3 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.

    Collapsing Bridge 3 Card 3:
    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.

    Collapsing Bridge 3 Card 4:
    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.

    Collapsing Bridge 3 Card 5:
    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.

    Collapsing Bridge 3 Card 6:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Collapsing Bridge 3 Card 7:
    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.

    Collapsing Bridge 3 Card 8:
    Succubus
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    17

    Powers
    The Succubus is immune to the Electricity, Fire, and Poison traits.
    Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
    If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

    Collapsing Bridge 3 Card 9:
    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.

    Collapsing Bridge 4
    At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
    When Closing: You are dealt 4 Combat damage.
    When Permanently Closed: Before closing, search this location deck for boons and draw them.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0

    Collapsing Bridge 4 Card 1:
    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.

    Collapsing Bridge 4 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.

    Collapsing Bridge 4 Card 3:
    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.

    Collapsing Bridge 4 Card 4:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    11
    OR
    Dexterity
    Stealth
    9

    Powers
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Collapsing Bridge 4 Card 5:
    Jakardros Sovark
    Ally 3

    Traits
    Human
    Ranger

    Check
    Dexterity
    Ranged
    8
    OR
    Charisma
    Diplomacy
    6

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

    Collapsing Bridge 4 Card 6:
    Sage
    Ally B

    Traits
    Human
    Sage
    Basic

    Check
    Wisdom
    7
    OR
    Charisma
    Diplomacy
    6

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

    Collapsing Bridge 4 Card 7:
    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.

    Collapsing Bridge 4 Card 8:
    Stone Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    16

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

    Collapsing Bridge 4 Card 9:
    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.

    Collapsing Bridge 5
    At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
    When Closing: You are dealt 4 Combat damage.
    When Permanently Closed: Before closing, search this location deck for boons and draw them.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0

    Collapsing Bridge 5 Card 1:
    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.

    Collapsing Bridge 5 Card 2:
    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.

    Collapsing Bridge 5 Card 3:
    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.

    Collapsing Bridge 5 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.

    Collapsing Bridge 5 Card 5:
    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.

    Collapsing Bridge 5 Card 6:
    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.

    Collapsing Bridge 5 Card 7:
    Sage
    Ally B

    Traits
    Human
    Sage
    Basic

    Check
    Wisdom
    7
    OR
    Charisma
    Diplomacy
    6

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

    Collapsing Bridge 5 Card 8:
    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.

    Collapsing Bridge 5 Card 9:
    Goblin Pyro
    Monster 1

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    8

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

    Collapsing Bridge 6
    At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
    When Closing: You are dealt 4 Combat damage.
    When Permanently Closed: Before closing, search this location deck for boons and draw them.
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0

    Collapsing Bridge 6 Card 1:
    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.

    Collapsing Bridge 6 Card 2:
    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.

    Collapsing Bridge 6 Card 3:
    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.

    Collapsing Bridge 6 Card 4:
    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.

    Collapsing Bridge 6 Card 5:
    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.

    Collapsing Bridge 6 Card 6:
    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.

    Collapsing Bridge 6 Card 7:
    Battered Chest
    Barrier B

    Traits
    Cache
    Lock
    Elite

    Check
    Dexterity
    Disable
    10
    OR
    Strength
    Melee
    8

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

    Collapsing Bridge 6 Card 8:
    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.

    Collapsing Bridge 6 Card 9:
    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.

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