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

Game Master MorkXII


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Hand | Deck

I'll just start with Bekah.

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: Channel the Gift(4), Coordinated Blast(3), Death's Touch(5), Eagle Aerie(5), Binder's Tome(1), Cleric of Nethys(2), Blessing of the Qi Zhong(3)
Deck: 13 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 0

I'll display Eagle Aerie. If you are at my location, at the end of any turn you may recharge a card to move.

Scarab Sages

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

Alright, let's get this show on the bridge.

Bekah almost trips over a Toad.

Arcane 7: 1d8 + 4 ⇒ (2) + 4 = 6

Sadly, she scares it off. However, chasing after it she finds...

USing Bekah's new power to explore after any failed attempt to acquire an ally

An Acolyte awaits. Bekah charmingly convinces him or her to join the quest.

Auto succeed at Diplomacy 7

Discard Erastil to explore again.

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.

Rng Dam: 1d4 - 1 ⇒ (1) - 1 = 0

Bekah draws her rapier and keenly strikes.

Combat 13: 1d8 + 6 + 2d4 + 3 ⇒ (1) + 6 + (1, 3) + 3 = 14

Closer than expected, yet still victorious.

Discard Abadar to explore again.

Sheriff Hemlock meets her.

Dip 8: 1d8 + 6 ⇒ (3) + 6 = 9

The sheriff then directs her onward.

Discard him to explore

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.

Auto-fail, then explore again

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.

Recharge Mass Cure for BP, then use @Amiri's Blessing of Abadar

Arcane 14: 3d8 + 4 + 1d4 + 3 ⇒ (1, 2, 4) + 4 + (4) + 3 = 18

Lose them all: 1d10 ⇒ 5

Banish the final boon.

End turn.

Bekah wrote:

Hand: Keen Rapier +3, Life Leech, Celestial Crossbow +3, Acolyte, Silken Ceremonial Armor, Blessing of Old Deadeye,

Displayed:
Deck: 16 Discard: 3 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.


Starting Hand.
For my "pick a boon" I upgraded one of my Signs to Blessing of the Pallid Princess.

Yoon, Firestarter wrote:

Hand: Adamantine Sai +2, Blessing of Angradd, Blessing of Urgathoa, Blood Kineticist, Ring of Regeneration, Nexian Channeler, Forensic Physician,

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: Hour of Iomedae

Explore Collapsing Bridge card 1: Ambush
Recharge Grappler's Mask to use Melee skill
Dex 14: 1d12 + 5 ⇒ (5) + 5 = 10 fail

Expecting cultists, Amiri is surprised by a ghoul!
Reveal Jorgenfist Spear, play Blessing of the Inheritor, which shuffles the Blessing of Iomedae into someone's deck
Init order: 1d4 ⇒ 3 Yoon gets the blessing shuffled into her deck.
Combat 11: 1d12 + 5 + 2d6 + 3 + 1d12 - 4 ⇒ (4) + 5 + (3, 2) + 3 + (11) - 4 = 24 Success

Looking around after defeating the undead creature, Amiri sees that this lump of rock isn't quite going to get them where they need to go.
So she leaps off of it and lands elswhere, beckoning her allies to follow.
At EoT, take 4 combat damage (discard Spear and Quartermaster) to close the location, use fast movement to jump to Bridge 2, draw 5, done.

Amiri wrote:

Hand: Flaming Ranseur +3, Pit Gladiator, Ring of Stony Flesh, Blessing of the Gods,

Displayed: Orange War Paint,
Deck: 12 Discard: 4 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 [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.


Turn 3, under the Blessing of Erastil

Yoon rides her rock towards the fortress, taking a moment to explore it as she does. Looking in one crevasse, she finds a Troll.

Free Exploration - Card #1: Troll
Reveal Sai for combat. Reshuffle Blessing of Angradd to add Fire (also Fortitude).
Check to Defeat - Combat 18: 1d8 + 4 + 1d4 + 2 + 1d10 + 5 + 1d8 ⇒ (7) + 4 + (4) + 2 + (9) + 5 + (4) = 35 - Defeated.

Discard Nexian Channel to explore - Card #2: Trapped Spellbook
Reshuffle Blessing of Urgathoa to add Fortitude. Discard Blood Kineticist for an extra 1d8.
Check to Defeat - Intelligence 15: 1d6 + 1d10 + 5 + 1d8 ⇒ (3) + (3) + 5 + (4) = 15 - Success.
Draw Random Spell: 1d4 ⇒ 2 - Force Missile, Disintegrate.

End of turn
Check for collapsing: 1d10 ⇒ 5 - 8 cards left, allies are still safe.
Ring of Regeneration: 1d2 ⇒ 2 - Recharge Blood Kineticist from discard.
Discard Force Missile and Disintegrate, and draw 4.

Yoon, Firestarter wrote:

Hand: Adamantine Sai +2, Ring of Regeneration, Forensic Physician, Ring of Serene Contortion, Blessing of Angradd, Wayfarer, Elemental Brass Mail,

Displayed:
Deck: 14 Discard: 3 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
  • You may recharge a card to reduce Fire damage dealt to you to 0.

    During This Scenario: 8-00D: THINGS FALL APART

  • 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.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Bridges: 1
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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.

    Monster 3
    Spoiler:
    Giant Hermit Crab
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    Monster 4
    Spoiler:
    Faceless Stalker
    Monster 2

    Traits
    Aberration

    Check
    Combat
    12

    Powers
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
    If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    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.

    Barrier 2
    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 3
    Spoiler:
    Zombie Nest
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Basic

    Check
    None

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

    Barrier 4
    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 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:
    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 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:
    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 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:
    War Razor +1
    Weapon 2

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    Detect Evil
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.

    Spell 4
    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 5
    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.

    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:
    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.

    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:
    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 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.

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

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

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

    Item 2
    Spoiler:
    Belt of Giant Strength
    Item 3

    Traits
    Accessory
    Magic

    Check
    Strength
    5

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

    Item 3
    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 4
    Spoiler:
    Potion of Gracefulness
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    6

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

    Item 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Guard
    Ally B

    Traits
    Human
    Basic

    Check
    Constitution
    Fortitude
    4
    OR
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    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 3
    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 4
    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 5
    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.

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

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of 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.

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 4
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn: 4 Enora/Hawkmoon

    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: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (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 2 (Turn 6 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 3 (Turn 7 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 4 (Turn 8 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 5 (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 6 (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 7 (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 8 (Turn 12 Enora)
    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 9 (Turn 13 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 10 (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 11 (Turn 15 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 16 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 13 (Turn 17 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 14 (Turn 18 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 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 16 (Turn 20 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 17 (Turn 21 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 18 (Turn 22 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 19 (Turn 23 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 20 (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 21 (Turn 25 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 26 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 23 (Turn 27 Yoon)
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 24 (Turn 28 Enora)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Blessings Deck Card 25 (Turn 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 26 (Turn 30 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 27 (Turn 31 Yoon)
    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.

    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: Bekah (closed), Enora (closed)
    Notes:

    Collapsing Bridge Card 1:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

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

    Collapsing Bridge Card 2:
    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 3:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

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

    Collapsing Bridge Card 4:
    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.

    Collapsing Bridge Card 5:
    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 Card 6:
    Velociraptor
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    14

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

    Collapsing Bridge Card 7:
    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 Card 8:
    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.

    Collapsing Bridge Card 9:
    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 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: Amiri,

    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:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
    Located here: Yoon

    Collapsing Bridge 3 Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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 7:
    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.


  • Hand | Deck

    Enora moves to Collapsing Bridge #2.

    Free exploration: Falling Bell
    Amiri will need to encounter it too.

    As Enora begins to cross the bridge, she's concerned how unstable it seems to be. She looks down at the bridge, but she should be looking up as a bell suddenly falls from seemingly out of nowhere, headed right towards the bridge.
    Wisdom 10: 1d6 ⇒ 3
    Difficulty remains.
    Blessing of the Qi Zhong
    Dexterity 10: 1d6 + 1d6 ⇒ (5) + (5) = 10
    Success! (Amazingly)
    1 Combat damage: Death's Touch

    I'll play Coordinated Blast for Amiri, which heals my Death's Touch back. So Amiri adds 1d10+3 to her check to defeat the Falling Bell.
    Arcane 12 recharge: 1d10 + 3 ⇒ (7) + 3 = 10
    Failed. Discarded.

    Cleric of Nethys to examine: Reduction Field, Black Arrow Ranger. Flip the order and explore: Black Arrow Ranger

    Binder's Tome
    Diplomacy 7: 1d10 + 2 + 1 + 1d4 ⇒ (7) + 2 + 1 + (2) = 12
    Success
    Acquired

    After dodging the mysterious Falling Bell, Enora notices a Black Arrow Ranger. "You're along way from Fort Rannick," she tells him. She convinces him to come with her by showing him her books.

    Ending my turn.
    Bridge Collapse: 1d10 ⇒ 8
    Higher by 1. The Bridge 2 collapses.

    The bell was too much for the bridge. The ropes fray and the bridge goes to pieces.

    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: Channel the Gift(4), Create Mindscape(2), Binder's Tome(1), Codex of Conversations(4), Spellbook(B), Black Arrow Ranger(3), Chronicler(B)
    Deck: 10 Discard: 3 Buried: 0 Displayed: 1
    Notes: Reroll: Not Used, Die Bumps: 0


    Bell!
    Dexterity 10: 1d6 + 2 + 1d10 + 3 ⇒ (1) + 2 + (3) + 3 = 9
    So much for the 90% chance of success - burn my die bump, reload the Ring to absorb the 1 damage

    Amiri wrote:

    Hand: Flaming Ranseur +3, Pit Gladiator, Blessing of the Gods,

    Displayed: Orange War Paint,
    Deck: 12 Discard: 4 Buried: 0
    Notes:
    Die bumps & rerolls: No die dumps or 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.


    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

  • 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.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Bridges: 1
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

    Powers
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Monster 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:
    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 5
    Spoiler:
    Myriana
    Monster 3

    Traits
    Undead
    Ghost
    Nymph
    Incorporeal

    Check
    Combat
    14
    OR
    Diplomacy
    10

    Powers
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.

    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:
    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:
    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 4
    Spoiler:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficult to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Longspear
    Weapon B

    Traits
    Spear
    Melee
    Piercing
    2-Handed
    Basic

    Check
    Strength
    Melee
    5

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

    Weapon 2
    Spoiler:
    Giantbane Dagger +1
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

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

    Weapon 3
    Spoiler:
    Runechill Hatchet +2
    Weapon 4

    Traits
    Axe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 4
    Spoiler:
    Heavy Pick +1
    Weapon 2

    Traits
    Pick
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
    If any d6 rolled for this weapon is a 6, count it as a 7.

    Weapon 5
    Spoiler:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
    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.

    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:
    Levitate
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 4
    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 5
    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.

    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:
    Bolstering Armor
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 4
    Spoiler:
    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 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:
    Potion of Ruggedness
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    6

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

    Item 2
    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 3
    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 4
    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 5
    Spoiler:
    Potion of Ghostly Form
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

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

    Random Allies:
    Ally 1
    Spoiler:
    Guard
    Ally B

    Traits
    Human
    Basic

    Check
    Constitution
    Fortitude
    4
    OR
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    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 3
    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 4
    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 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 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 2
    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 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 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.

    Blessing 5
    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.

    Turn: 5 Bekah/LucianC

    Top of Blessing Discard Pile: Blessing of Irori

    Top Blessing:
    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 Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 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 7 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 3 (Turn 8 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 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 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 8 (Turn 13 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 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 10 (Turn 15 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 16 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 17 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 13 (Turn 18 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 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 15 (Turn 20 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 16 (Turn 21 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 17 (Turn 22 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 18 (Turn 23 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 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 Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 26 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 22 (Turn 27 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 23 (Turn 28 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 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 25 (Turn 30 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 26 (Turn 31 Yoon)
    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.

    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: Bekah (closed)
    Notes:

    Collapsing Bridge Card 1:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

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

    Collapsing Bridge Card 2:
    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 3:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

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

    Collapsing Bridge Card 4:
    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.

    Collapsing Bridge Card 5:
    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 Card 6:
    Velociraptor
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    14

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

    Collapsing Bridge Card 7:
    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 Card 8:
    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.

    Collapsing Bridge Card 9:
    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 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:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Amiri, Enora
    Notes: Reduction Field, Goblin Warrior, Cultist

    Collapsing Bridge 2 Card 1:
    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 2:
    Goblin Warrior
    Monster B

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    9

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

    Collapsing Bridge 2 Card 3:
    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 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:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
    Located here: Yoon

    Collapsing Bridge 3 Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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 7:
    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.

  • Scarab Sages

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

    Bekah moves to join Yoon at bridge 3.

    Bekah meets a young Troubadour who is so impressed he immediately joins her Auto-succeed, then discard it to explore

    Up next, Yap the Pixie who Bekah easily charms, then send to scout

    Discard to explore again

    It's an Eagle, Bekah shoos it away and continues.

    Auto fail then explore again using character power

    Treasure Map

    Recharge Celestial Crossbow +3 for BP

    Wis 6: 1d6 + 1d4 + 3 ⇒ (2) + (3) + 3 = 8

    Examine top card: Archer added to hand, then discarded to explore again.

    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.[/dice]

    Recharge Acoylte on Arcane check

    Arcane 10: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12

    Use Keen Rapier +3

    Combat 15: 1d8 + 5 + 2d4 + 3 ⇒ (6) + 5 + (3, 3) + 3 = 20

    Discard Blessing of Old Deadeye to explore the final card.

    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.

    I'm going to use Amiri's Blessing of the Gods.

    Arcane 12: 2d8 + 6 ⇒ (3, 7) + 6 = 16

    4 damage to close location. Banish Silken Ceremonial Armor to reduce damage to 0.

    Location 3 closed

    Bekah wrote:

    Hand: Keen Rapier +3, Life Leech, Charmed Red Dragon, Humanbane Crossbow +2, Blessing of Erastil2, Cure,

    Displayed:
    Deck: 17 Discard: 6 Buried: 1
    Notes: Re-roll not used. Playmats available for all.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6[ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X ] +2 [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.

    OFF TURN Cast Cure on myself.

    Cure: 1d4 + 1 ⇒ (2) + 1 = 3

    Recharge Cure 8: 1d8 + 4 ⇒ (6) + 4 = 10


    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

  • 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.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Bridges: 2
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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 3
    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 4
    Spoiler:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Elite

    Check
    Combat
    10

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

    Monster 5
    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.

    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:
    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:
    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 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:
    Circles of Binding
    Barrier 4

    Traits
    Obstacle

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
    If you did not find a monster, banish this card.

    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:
    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.

    Weapon 3
    Spoiler:
    Sling
    Weapon B

    Traits
    Sling
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Weapon 4
    Spoiler:
    Greatclub +3
    Weapon 4

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 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:
    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 2
    Spoiler:
    Guidance
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    2

    Powers
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    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:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 5
    Spoiler:
    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:
    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:
    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 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:
    Deathbane Shield
    Armor 2

    Traits
    Shield
    Magic
    Offhand

    Check
    Constitution
    Fortitude
    6

    Powers
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    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.

    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:
    Staff of Heaven and Earth
    Item 4

    Traits
    Staff
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.

    Item 3
    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 4
    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 5
    Spoiler:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

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

    Random Allies:
    Ally 1
    Spoiler:
    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.

    Ally 2
    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 3
    Spoiler:
    Aldern Foxglove
    Ally 1

    Traits
    Human
    Noble

    Check
    Charisma
    Diplomacy
    4

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

    Ally 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:
    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.

    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 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 4
    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 5
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn: 6 Amiri/Iceman

    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: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Yoon)
    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 2 (Turn 8 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 3 (Turn 9 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 4 (Turn 10 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 5 (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 6 (Turn 12 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 7 (Turn 13 Bekah)
    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 8 (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 9 (Turn 15 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 10 (Turn 16 Enora)
    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 11 (Turn 17 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 12 (Turn 18 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 13 (Turn 19 Yoon)
    Spoiler:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 14 (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 15 (Turn 21 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 16 (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 17 (Turn 23 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 18 (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 19 (Turn 25 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 20 (Turn 26 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 21 (Turn 27 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 22 (Turn 28 Enora)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 29 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 24 (Turn 30 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 25 (Turn 31 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 26 (Turn 32 Enora)
    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 27 (Turn 33 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 28 (Turn 34 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.

    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
    Notes:

    Collapsing Bridge Card 1:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

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

    Collapsing Bridge Card 2:
    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 3:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

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

    Collapsing Bridge Card 4:
    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.

    Collapsing Bridge Card 5:
    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 Card 6:
    Velociraptor
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    14

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

    Collapsing Bridge Card 7:
    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 Card 8:
    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.

    Collapsing Bridge Card 9:
    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 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:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Amiri, Enora
    Notes: Reduction Field, Goblin Warrior, Cultist

    Collapsing Bridge 2 Card 1:
    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 2:
    Goblin Warrior
    Monster B

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    9

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

    Collapsing Bridge 2 Card 3:
    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 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 (Closed), Bekah (Closed)

    Collapsing Bridge 3 Card 1:
    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 3 Card 2:
    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 3 Card 3:
    Crow
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    5

    Powers
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    Discard this card to explore your location.

    Collapsing Bridge 3 Card 4:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Collapsing Bridge 3 Card 5:
    Siren
    Monster B

    Traits
    Siren
    Elite

    Check
    Wisdom
    8

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

    Collapsing Bridge 3 Card 6:
    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.

    Collapsing Bridge 3 Card 7:
    Brodert Quink
    Ally 2

    Traits
    Human
    Sage

    Check
    Charisma
    Diplomacy
    Intelligence
    Knowledge
    7

    Powers
    Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
    Discard this card to explore your location.

    Collapsing Bridge 3 Card 8:
    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.

    Collapsing Bridge 3 Card 9:
    Mummy
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    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.


  • Turn 6: Hour of Calistria

    Explore Collapsing Bridge 2 card 1: Cultist
    Discard Ranseur for rage, draw a card (Ring of Stony Flesh)
    Combat 9: 1d12 + 5 + 1d10 ⇒ (8) + 5 + (3) = 16 Success

    Discard Pit Gladiator to draw Spear and Ranseur from discard, then explore
    Card 2: Goblin Warrior
    Discard Ranseur for rage, draw a card
    Combat 9: 1d12 + 5 + 1d10 + 1d6 ⇒ (3) + 5 + (1) + (3) = 12 Success

    Amiri will wander off to Bridge 6 at the end of her turn.
    Does it collapse?: 1d10 ⇒ 8
    If no one wants to handle the remaining barrier at Bridge 2 and then suck up the 4 damage, she might go back next turn with her armor.

    Amiri wrote:

    Hand: Jorgenfist Spear, Silken Ceremonial Armor, Ring of Stony Flesh, Pillaging Mace, Blessing of Achaekek,

    Displayed: Orange War Paint,
    Deck: 9 Discard: 7 Buried: 0
    Notes: Check with me before using the blessing.
    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.


    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

  • 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.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Bridges: 2
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Elder Water Elemental
    Monster 5

    Traits
    Elemental

    Check
    Combat
    18

    Powers
    The elemental is immune to the Mental and Poison traits.
    If undefeated, you move to a random other location.

    Monster 3
    Spoiler:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

    Powers
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Monster 4
    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 5
    Spoiler:
    Yeth Hound
    Monster 1

    Traits
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    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:
    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:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

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

    Barrier 4
    Spoiler:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Barrier 5
    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.

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

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

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

    Weapon 2
    Spoiler:
    Longsword
    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 3
    Spoiler:
    Short Sword
    Weapon B

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

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

    Weapon 4
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 5
    Spoiler:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    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:
    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 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:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Speed
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Elven Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Breastplate of Fire Resistance
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to reduce Combat or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Elven Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Magic Studded Leather Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    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:
    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:
    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 3
    Spoiler:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

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

    Item 4
    Spoiler:
    Blast Stone
    Item B

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Item 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    Eagle
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    9

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

    Ally 3
    Spoiler:
    Elven Sharpshooter
    Ally 5

    Traits
    Elf
    Ranger

    Check
    Charisma
    Diplomacy
    Dexterity
    Ranged
    12

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

    Ally 4
    Spoiler:
    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:
    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.

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    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.

    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 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.

    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: 7 Yoon/Maelwys0

    Top of Blessing Discard Pile: Blessing of Lamashtu

    Top Blessing:
    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 Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 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 9 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 3 (Turn 10 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 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 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 13 Bekah)
    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 7 (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 8 (Turn 15 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 16 Enora)
    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 10 (Turn 17 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 11 (Turn 18 Amiri)
    Spoiler:
    Blessing of Gozreh
    Blessing 4

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 19 Yoon)
    Spoiler:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 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 14 (Turn 21 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 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 Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 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 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 26 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 20 (Turn 27 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 21 (Turn 28 Enora)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 29 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 23 (Turn 30 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 24 (Turn 31 Yoon)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 25 (Turn 32 Enora)
    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 26 (Turn 33 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 27 (Turn 34 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.

    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
    Notes:

    Collapsing Bridge Card 1:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

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

    Collapsing Bridge Card 2:
    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 3:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

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

    Collapsing Bridge Card 4:
    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.

    Collapsing Bridge Card 5:
    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 Card 6:
    Velociraptor
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    14

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

    Collapsing Bridge Card 7:
    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 Card 8:
    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.

    Collapsing Bridge Card 9:
    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 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:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Amiri, Enora
    Notes: Reduction Field, Goblin Warrior, Cultist

    Collapsing Bridge 2 Card 1 - Reduction Field:
    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 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 (Closed), Bekah (Closed)

    Collapsing Bridge 3 Card 1:
    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 3 Card 2:
    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 3 Card 3:
    Crow
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    5

    Powers
    Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
    Discard this card to explore your location.

    Collapsing Bridge 3 Card 4:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Collapsing Bridge 3 Card 5:
    Siren
    Monster B

    Traits
    Siren
    Elite

    Check
    Wisdom
    8

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

    Collapsing Bridge 3 Card 6:
    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.

    Collapsing Bridge 3 Card 7:
    Brodert Quink
    Ally 2

    Traits
    Human
    Sage

    Check
    Charisma
    Diplomacy
    Intelligence
    Knowledge
    7

    Powers
    Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
    Discard this card to explore your location.

    Collapsing Bridge 3 Card 8:
    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.

    Collapsing Bridge 3 Card 9:
    Mummy
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    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.


  • Turn 7, under the Blessing of Lamashtu
    Ring of Regeneration: 1d3 ⇒ 3 - Distintigrate is recharged from discard.
    Move to Location #2

    Free Exploration - Card #1: Reduction Field
    No real penalty for failing, since we're about to close and depart this location anyway, so might as well not waste any resources on it.
    Check to Defeat - Fortitude 13: 1d10 + 5 ⇒ (1) + 5 = 6 - Failed, barrier displays next to location.
    Closing - 4 Combat damage. Reveal Brass Armor to reduce it by 3. Discard Forensic Physician.
    Location #2 is closed

    End of turn
    Ring of Regeneration: 1d3 ⇒ 1 - Nexian Channeler is recharged from discard.
    Draw 1 to reset my hand.

    Yoon, Firestarter wrote:

    Hand: Adamantine Sai +2, Ring of Regeneration, Ring of Serene Contortion, Blessing of Angradd, Wayfarer, Elemental Brass Mail, Sign of the Rider,

    Displayed:
    Deck: 14 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

    The hour is Gorum.

    Enora heads for bridge #3.

    Display Create Mindscape at Bridge #3
    Heal (recharge): Coordinated Blast

    Free exploration: Guide
    Chronicler, Create Mindscape, Binder's Tome
    Diplomacy 6: 1d10 + 2 + 1 + 1d6 + 1d4 + 1d4 ⇒ (9) + 2 + 1 + (1) + (2) + (3) = 18
    Success
    Acquired

    Discard Guide to explore: Standard Bearer
    Codex of Conversations
    Chronicler, Create Mindscape, Binder's Tome
    Diplomacy 6: 1d10 + 2 + 1 + 1d6 + 1d4 + 1d4 ⇒ (7) + 2 + 1 + (5) + (4) + (2) = 21
    Guide recharged.
    Chronicler, Create Mindscape, Binder's Tome
    Diplomacy 6: 1d10 + 2 + 1 + 1d6 + 1d4 + 1d4 ⇒ (7) + 2 + 1 + (1) + (2) + (3) = 16
    Success
    Acquired

    Discard Standard Bearer to explore: Crow
    Codex of Conversations
    Chronicler, Create Mindscape, Binder's Tome
    Diplomacy 6: 1d10 + 2 + 1 + 1d6 + 1d4 + 1d4 ⇒ (9) + 2 + 1 + (2) + (1) + (1) = 16
    Standard Bearer recharged.
    Create Mindscape
    Wisdom 5: 1d6 + 1d4 ⇒ (5) + (4) = 9
    Success
    Acquired

    Discard Crow to explore: Ambush
    Dexterity 14: 1d6 ⇒ 2
    Failed
    Searching location...
    Siren (crap)
    Create Mindscape, someone's blessing, probably Yoon
    Wisdom 8: 1d6 + 1d4 + 1d6 - 3 ⇒ (1) + (2) + (2) - 3 = 2
    Reroll: 1d6 + 4 - 3 ⇒ (6) + 4 - 3 = 7
    Failed
    Undefeated
    1 mental damage: Channel the Gift
    No allies in the top 3 of my deck (Blessing of Sivanah, Fire Barrage, Teleport)
    Siren shuffled back in.

    Let's move somewhere else.
    Eagle Aerie (Spellbook) to move to bridge 4.
    Discard Black Arrow Ranger to explore: Conna the Wise
    Codex of Conversations
    Chronicler, Binder's Tome
    Diplomacy 6: 1d10 + 2 + 1 + 1d6 + 1d4 ⇒ (2) + 2 + 1 + (6) + (1) = 12
    Success
    Black Arrow Ranger recharged
    Chronicler, Binder's Tome
    Diplomacy 9: 1d10 + 2 + 1 + 1d6 + 1d4 ⇒ (3) + 2 + 1 + (4) + (1) = 11
    Success
    Acquired

    Nothing in my hand I want to explore with. I want to move back to bridge 3 to get my Create Mindscape. Let's banish Conna the Wise to examine what is on top there.
    5,6,7,8,9: 1d5 + 4 ⇒ (3) + 4 = 7 Brodert Quink
    5,6,8,9: 1d4 + 5 ⇒ (3) + 5 = 8 Large Chest
    5,6,9: 1d3 + 4 ⇒ (2) + 4 = 6 Guard

    Ending my turn.
    Collapse? 8: 1d10 ⇒ 6
    No.

    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), Teleport(4), Binder's Tome(1), Codex of Conversations(4), Chronicler(B), Ice Chemist(4), Blessing of Sivanah(1)
    Deck: 9 Discard: 6 Buried: 0 Displayed: 2
    Notes: Reroll: Not Used, Die Bumps: 0

    Summary: Used 1 of Yoon's blessings. Moved to CB#3. Acquired cards 1, 2, 3. Banished 4. Shuffled in 5. Order now: 7, 8, 6, [5,9]. Moved to CB#4. Acquired and banished card 1. Create Mindscape is displayed at CB#3.


    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

  • 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.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Bridges: 3
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

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

    Monster 2
    Spoiler:
    Donkey Rats
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    11

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

    Monster 3
    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 4
    Spoiler:
    Clay Golem
    Monster 5

    Traits
    Construct
    Golem

    Check
    Combat
    21

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

    Monster 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:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Barrier 2
    Spoiler:
    Collapsed Ceiling
    Barrier B

    Traits
    Obstacle
    Veteran
    Elite

    Check
    Dexterity
    Acrobatics
    Constitution
    Fortitude
    8

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Barrier 3
    Spoiler:
    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.

    Barrier 4
    Spoiler:
    Explosive Runes
    Barrier B

    Traits
    Trip
    Magic
    Arcane
    Veteran

    Check
    Intelligence
    Arcane
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficult to defeat is increased by the scenario's adventure deck number.
    If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

    Barrier 5
    Spoiler:
    Goblin Raid
    Barrier 1

    Traits
    Skirmish
    Goblin
    Basic

    Check
    None

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

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

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

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

    Weapon 3
    Spoiler:
    Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Dexterity
    Ranged
    6

    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.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    Weapon 4
    Spoiler:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

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

    Weapon 5
    Spoiler:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Speed
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    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 4
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random 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:
    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:
    Elven Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    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:
    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:
    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:
    Potion of Fortitude
    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 Fortitude check.

    Item 4
    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 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Sacred Killer
    Ally 5

    Traits
    Half-Orc
    Rogue

    Check
    Dexterity
    Stealth
    11
    OR
    Charisma
    Diplomacy
    13

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

    Ally 2
    Spoiler:
    Archer
    Ally B

    Traits
    Human
    Elite

    Check
    Dexterity
    Ranged
    8
    OR
    Charisma
    Diplomacy
    6

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

    Ally 3
    Spoiler:
    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.

    Ally 4
    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 5
    Spoiler:
    Cat
    Ally 3

    Traits
    Animal
    Arcane

    Check
    Wisdom
    Survival
    Intelligence
    Arcane
    8

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 4
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of 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.

    Turn: 9 Bekah/LucianC

    Top of Blessing Discard Pile: Blessing of Norgorber

    Top Blessing:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.


    Blessings Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 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 11 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 3 (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 4 (Turn 13 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 5 (Turn 14 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 6 (Turn 15 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 7 (Turn 16 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 17 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 18 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 10 (Turn 19 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 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 12 (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 13 (Turn 22 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 14 (Turn 23 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 15 (Turn 24 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 25 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 17 (Turn 26 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 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 19 (Turn 28 Enora)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Blessings Deck Card 20 (Turn 29 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 21 (Turn 30 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 22 (Turn 31 Yoon)
    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 23 (Turn 32 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 24 (Turn 33 Bekah)
    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 25 (Turn 34 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 26 (Turn 35 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 27 (Turn 36 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.

    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
    Notes:

    Collapsing Bridge Card 1:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

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

    Collapsing Bridge Card 2:
    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 3:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

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

    Collapsing Bridge Card 4:
    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.

    Collapsing Bridge Card 5:
    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 Card 6:
    Velociraptor
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    14

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

    Collapsing Bridge Card 7:
    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 Card 8:
    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.

    Collapsing Bridge Card 9:
    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 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: Amiri (Closed) Yoon (Closed)
    Notes:

    Collapsing Bridge 2 Card 1:
    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 2 Card 2:
    Goblin Cutpurse
    Monster 1

    Traits
    Goblin
    Rogue
    Basic

    Check
    Combat
    8

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

    Collapsing Bridge 2 Card 3:
    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.

    Collapsing Bridge 2 Card 4:
    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 2 Card 5:
    Ameiko Kaijitsu
    Ally 1

    Traits
    Human
    Bard
    Rogue

    Check
    Charisma
    Diplomacy
    7

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

    Collapsing Bridge 2 Card 6:
    Zombie Nest
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Basic

    Check
    None

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

    Collapsing Bridge 2 Card 7:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Collapsing Bridge 2 Card 8:
    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 2 Card 9:
    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 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:1 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:0
    Located here: Bekah (Closed)
    Notes: Create Mindscape displayed

    Collapsing Bridge 3 Card 1 - Brodert Quink:
    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.

    Collapsing Bridge 3 Card 2 - Large Chest:
    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.

    Collapsing Bridge 3 Card 3 - Guard:
    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.

    Collapsing Bridge 3 Card 4:
    Siren
    Monster B

    Traits
    Siren
    Elite

    Check
    Wisdom
    8

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

    Collapsing Bridge 3 Card 5:
    Mummy
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    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:4 Bl:0 ?:0
    Located here: Enora,

    Collapsing Bridge 4 Card 1:
    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 2:
    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 3:
    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 4:
    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 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.

    Collapsing Bridge 4 Card 6:
    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 7:
    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 8:
    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.

  • Scarab Sages

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

    Move to location 3
    Auto-acquire Brodert Quink, discard to explore again

    Encounter Large Chest, fail and banish

    Discard Blessing of Erastil2 to encounter Guard, auto-acquire

    Collapse 3: 1d10 ⇒ 8

    Bekah wrote:

    Hand: Keen Rapier +3, Life Leech, Charmed Red Dragon, Humanbane Crossbow +2, Guard, Blessing of Abadar,

    Displayed:
    Deck: 19 Discard: 5 Buried: 1
    Notes: Re-roll not used. Playmats available for all.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6[ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X ] +2 [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 10: Hour of Iomedae

    Bounce back to the trouble spot.
    Explore Collapsing Bridge 3 card 1: Siren
    Bekah recharges something for BP, plus Mindscape
    Wisdom 8: 1d6 + 1 + 1d4 + 3 + 1d4 ⇒ (4) + 1 + (2) + 3 + (4) = 14 Success

    Discard Blessing to explore
    Final card: Mummy
    Reveal Jorgenfist Spear, Charmed Red Dragon breathes, triggering vulnerability
    Dragon Loves Me: 1d12 ⇒ 10 Indeed she does.
    Combat 21: 1d12 + 5 + 2d6 + 3 + 5 + 1d8 ⇒ (2) + 5 + (1, 4) + 3 + 5 + (3) = 23 Success

    Close location by revealing armor, reloading Ring, and discarding Mace.
    Move to whichever Bridge the group wants to tackle next, make 'heal me' googly eyes at Bekah, draw 3 cards, use Chaplain on self.

    8 cards in discard: 1d8 ⇒ 8 Blessing of Achaekek is shuffled back in

    Amiri wrote:

    Hand: Jorgenfist Spear, Silken Ceremonial Armor, Ring of Stony Flesh, Scales of Remembrance,

    Displayed: Orange War Paint,
    Deck: 9 Discard: 7 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 [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 floating platform you're standing on crashes into another, knocking Yoon (Maelwys0) over the edge.
    You just barely manage to grab on, but you can't maintain your grip for much longer and your allies are too far away to help. From a distance, you hear Sorrina Westyr's voice. You can't make out much of what she's saying, but you hear one word clearly: 'JUMP!' Trusting the Master of Spells, you let go...

    Yoon (Maelwys0), you are now moving to Hawkmoon269's table (Gameplay Thread). if you have a cohort displayed, put it on top of your deck. If you have any cards displayed next to your character’s deck belong to another player, put them in that character’s discard pile. Pick up your deck, hand, discard pile, buried cards, character, role, and token cards, and any cards displayed next to your character’s deck. When you arrive at your new table, take the place of the person who just left. Place your token at a random open location and put your other cards in the appropriate places.


    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

  • 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.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Bridges: 4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Giant Gecko
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8

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

    Monster 2
    Spoiler:
    Troll
    Monster 4

    Traits
    Giant
    Troll
    Fighter

    Check
    Combat
    18

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

    Monster 3
    Spoiler:
    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 4
    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 5
    Spoiler:
    Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

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

    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:
    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.

    Barrier 3
    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 4
    Spoiler:
    Trapped Passageway
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    Dexterity
    Acrobatics
    9

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

    Barrier 5
    Spoiler:
    Crushing Door
    Barrier 5

    Traits
    Trap

    Check
    Dexterity
    Disable
    13

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Greataxe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    2-Handed

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Greatclub +3
    Weapon 4

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 3
    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 4
    Spoiler:
    Sickle +1
    Weapon 2

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 5
    Spoiler:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Scorching Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 4
    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 5
    Spoiler:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
    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:
    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 2
    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 3
    Spoiler:
    Magic Half-Plate
    Armor B

    Traits
    Heavy Armor
    Magic
    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.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Magic Studded Leather Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Random Items:
    Item 1
    Spoiler:
    Caltrops
    Item B

    Traits
    Object
    Basic

    Check
    Dexterity
    4

    Powers
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

    Item 2
    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 3
    Spoiler:
    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.

    Item 4
    Spoiler:
    Belt of Giant Strength
    Item 3

    Traits
    Accessory
    Magic

    Check
    Strength
    5

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

    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:
    Guard
    Ally B

    Traits
    Human
    Basic

    Check
    Constitution
    Fortitude
    4
    OR
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    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 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:
    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.

    Ally 5
    Spoiler:
    Toad
    Ally 1

    Traits
    Animal
    Arcane

    Check
    Wisdom
    Survival
    Intelligence
    Arcane
    7

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

    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 Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of 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 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 Seoni/Iammars

    Top of Blessing Discard Pile: Blessing of Irori

    Top Blessing:
    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 Remaining: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 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 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 3 (Turn 14 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 4 (Turn 15 Seoni)
    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 5 (Turn 16 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 6 (Turn 17 Bekah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 7 (Turn 18 Amiri)
    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 8 (Turn 19 Seoni)
    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 20 Enora)
    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 10 (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 11 (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 12 (Turn 23 Seoni)
    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 24 Enora)
    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 25 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 15 (Turn 26 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 27 Seoni)
    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 28 Enora)
    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 18 (Turn 29 Bekah)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 30 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 20 (Turn 31 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 21 (Turn 32 Enora)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 33 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 23 (Turn 34 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 24 (Turn 35 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 25 (Turn 36 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 26 (Turn 37 Bekah)
    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 38 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 28 (Turn 39 Seoni)
    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.

    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
    Notes:

    Collapsing Bridge Card 1:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

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

    Collapsing Bridge Card 2:
    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 3:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

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

    Collapsing Bridge Card 4:
    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.

    Collapsing Bridge Card 5:
    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 Card 6:
    Velociraptor
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    14

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

    Collapsing Bridge Card 7:
    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 Card 8:
    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.

    Collapsing Bridge Card 9:
    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 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
    Notes:

    Collapsing Bridge 2 Card 1:
    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 2 Card 2:
    Goblin Cutpurse
    Monster 1

    Traits
    Goblin
    Rogue
    Basic

    Check
    Combat
    8

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

    Collapsing Bridge 2 Card 3:
    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.

    Collapsing Bridge 2 Card 4:
    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 2 Card 5:
    Ameiko Kaijitsu
    Ally 1

    Traits
    Human
    Bard
    Rogue

    Check
    Charisma
    Diplomacy
    7

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

    Collapsing Bridge 2 Card 6:
    Zombie Nest
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Basic

    Check
    None

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

    Collapsing Bridge 2 Card 7:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Collapsing Bridge 2 Card 8:
    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 2 Card 9:
    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 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: Bekah (Closed), Amiri (Closed)
    Notes:

    Collapsing Bridge 3 Card 1:
    Mummy
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Collapsing Bridge 3 Card 2:
    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 3 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 3 Card 4:
    Siren
    Monster B

    Traits
    Siren
    Elite

    Check
    Wisdom
    8

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

    Collapsing Bridge 3 Card 5:
    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.

    Collapsing Bridge 3 Card 6:
    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 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:
    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.

    Collapsing Bridge 3 Card 9:
    Trapped Passageway
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    Dexterity
    Acrobatics
    9

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

    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:4 Bl:0 ?:0
    Located here: Enora,

    Collapsing Bridge 4 Card 1:
    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 2:
    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 3:
    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 4:
    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 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.

    Collapsing Bridge 4 Card 6:
    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 7:
    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 8:
    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
    Located here: Seoni

    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.

  • Scarab Sages

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

    OT: Recharge Humanbane crossbow and Charmed Red Dragon


    Deck Handler

    Seoni dusts herself off and looks at where she landed. It doesn't look much different - but her identical twin isn't around. No bother - still a bunch of people to save!

    First Explore
    Seoni explores into Collapsing Bridge 5 and finds a Night Watch. Her natural charm encourages him to follow her, and they move on together.

    Seoni asks the Night Watch to look ahead.
    Second Explore
    The Night Watch finds a Guide. She too is enthralled by Seoni's natural Charisma, and follows her.

    Seoni asks the Guide to look ahead.
    Third Explore
    The Guide finds a Standard Bearer. She is entralled as well, and Seoni finds herself with a new hanger-on.

    Seoni asks the Standard Bearer to look ahead.
    Fourth Explore
    The Standard Bearer finds a Hand Chopper. Seoni would attempt to dextrously acquire the hidden treasure, but it's probably easier to make a flaming snake do it. Fortunately, her Fire Snake allows her to make better work of her Blessing of the Elements.
    Arcane 12: 1d12 + 6 + 1d12 ⇒ (7) + 6 + (12) = 25
    Fortunately, the Hand Chopper contained a spell. Unfortunately, the spell was not that exciting - just a Scorching Ray.
    Fire Snake auto recharges because Seoni's just that good at arcane manipulation.

    Seoni asks Keren Rhinn to go get her buddy Zae while also shuffling her deck. Then Seoni asks Zae to help her explore ahead.
    Fifth Explore
    Seoni experiences deja vu as she comes across another Night Watch. The deja vu continues when the Night Watch follows her without too much work.

    Seoni asks the Night Watch to look ahead.
    Sixth Explore
    The Night Watch comes across a Reduction Field. Seoni leaves it alone for now, figuring it would be easier to clean up later.

    Seoni uses her Blessing of the Spellbound to look ahead.
    Seventh Explore
    Looking ahead, she finds a Sage. Seoni doesn't quite understand why anyone would have trouble saving people here.

    Seoni asks the Sage to look ahead.
    Eighth Explore
    The Sage finds a Skeleton. Seoni sighs. A skeleton? Couldn't be anything harder? She uses her newly acquired Scorching Ray to take care of it.
    Combat 8: 1d12 + 6 + 2d6 ⇒ (5) + 6 + (6, 1) = 18
    Seoni easily defeats the Skeleton.

    End of Turn
    Without any other ways of looking ahead, Seoni focuses on cleaning up behind her and attempts to deal with the Reduction Field
    Arcane 12: 1d12 + 6 ⇒ (9) + 6 = 15
    The bridge collapses, but everyone there has been saved.
    Having done quite enough in one hour, Seoni rests.

    Drawing New Cards:
    1d13 + 1d12 + 1d11 + 1d10 ⇒ (12) + (4) + (7) + (8) = 31

    Seoni, CB wrote:


    Cards in Hand: Cloudburst, Ice and Fire, Swipe, Magnetic Grimoire, Appleslayer, Rodrick, Blessing of the Elements
    Cards in Deck: 9 unknown, Scorching Ray
    Discarded: Sage, Blessing of the Spellbound, Night Watch, Zae, Standard Bearer, Guide, Night Watch, Blessing of the Spellbound, Buried: None
    Displayed:
    Notes: Swipe: Reduce Combat difficulty by 3, Magnetic Grimoire: +1d4 on local elemental check, BotE: Recharge on elemental check

    Powers:

    Skills
    Strength d4 ☐+1
    Dexterity d8 ☑+1 ☑+2 ☑+3
    Constitution d6 ☐+1 ☐+2
    Intelligence d6 ☑+1 ☐+2 ☐+3
    Wisdom d6 ☑+1 ☑+2
    Charisma d12 ☑+1 ☑+2 ☑+3 ☑+4
    Arcane Charisma +2
    Diplomacy Charisma +2
    Powers
    Hand Size 6 ☑ 7
    For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
    You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
    ☑ If you would fail a check by 1, you may bury a card to succeed.
    ☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
    ☑ When you play Blessing of Pharasma, add d12 instead of the normal die.


    Hand | Deck

    Resolving Create Mindscape
    Arcane 11: 1d10 + 2 + 1 ⇒ (2) + 2 + 1 = 5
    Discarded

    The hour is Gorum.

    Free exploration: Trapped Spellbook
    Enora finds a nice looking spellbook.
    Blessing of Sivanah
    Arcane 15: 1d10 + 2 + 1 + 2d10 ⇒ (7) + 2 + 1 + (6, 4) = 20
    Success
    Defeated
    Spells: 1d4 ⇒ 1
    The books is weak and contains only 1 spell.
    Scorching Ray

    Ice Chemist to explore: Sacred Killer
    Codex of Conversations
    Chronicler, Binder's Tome
    Diplomacy 10: 1d10 + 1 + 2 + 1d6 + 1d4 ⇒ (2) + 1 + 2 + (6) + (1) = 12
    Ice Chemist recharged
    Chronicler, Binder's Tome
    Diplomacy 13: 1d10 + 1 + 2 + 1d6 + 1d4 ⇒ (7) + 1 + 2 + (2) + (3) = 15
    Success
    Acquired

    Sacred Killer to explore: Diseased Rats
    Codex of Conversations
    Chronicler, Binder's Tome
    Diplomacy 13: 1d10 + 1 + 2 + 1d6 + 1d4 ⇒ (3) + 1 + 2 + (6) + (3) = 15
    Sacred Killer recharged.
    Snowball (Codex of Conversations), Binder's Tome
    Combat 11: 1d10 + 2 + 2d6 + 4 + 1d4 ⇒ (3) + 2 + (3, 5) + 4 + (1) = 18
    Success
    Heal (recharge): Channel the Gift
    Defeated

    Ending my turn.
    Collapse? 6+: 1d10 ⇒ 1
    No

    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), Scorching Ray(1), Teleport(4), Binder's Tome(1), Codex of Conversations(4), Chronicler(B), Blessing of Nethys(2)
    Deck: 13 Discard: 5 Buried: 0 Displayed: 1
    Notes: Reroll: Not Used, Die Bumps: 0

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

    Scarab Sages

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

    Gozreh shows up. Bekah points out that is of absolutely no help at this time...

    Bekah joines Enora at Bridge 4.

    Explore card 4

    Spoiler:
    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.

    Auto-acquire then discard to explore.

    Explore Card 5 - Sage, auto acquire, discard to explore again.

    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.

    CONT

    Scarab Sages

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

    Enora uses Coordinated Blast

    Dex 13: 1d8 + 3 + 1d10 + 3 ⇒ (4) + 3 + (9) + 3 = 19

    Discard Blessing of Abadar to explore again.

    Stone Giant:

    Monster 4
    Traits
    Giant

    Check
    Combat
    16

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

    Cast Life Leech.

    Life Leech healing: 1d4 + 1 ⇒ (2) + 1 = 3

    Sheriff Hemlock, Brodert Quink, Jakardros Sovark

    Recharge Keen Rapier +3 for BP

    Combat 16: 1d8 + 4 + 2d4 + 1d4 + 3 ⇒ (6) + 4 + (3, 4) + (3) + 3 = 23

    Autofail check to recharge Life Leech

    Bridge Collapse DC2: 1d10 ⇒ 10

    Yes.

    Sadly, that leaves the location with no cards, but it's too late to close it. I can do it on my next turn if no one else wants to...

    Bekah wrote:

    Hand: Guard, Mass Cure, Humanbane Crossbow +2, Legionnaire Chaplain, Whip of Centipedes, Dragoon,

    Displayed:
    Deck: 17 Discard: 6 Buried: 1
    Notes: Re-roll not used. Playmats available for all.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6[ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X ] +2 [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.


    Hand | Deck

    Playing Coordinated Blast heals (recharge): Create Mindscape.
    Arcane 12: 1d10 + 2 + 1 ⇒ (7) + 2 + 1 = 10


    Turn 10: Hour of Calistria

    Amiri leaps from the chunk of rock, landing on another one almost at random.
    Where To? 1, 2, or 6: 1d3 ⇒ 3

    Exploring Bridge 6 card 1: Bunyip.
    Recharge Scales of Remembrance
    Wisdom 9: 1d6 + 1 + 5 ⇒ (1) + 1 + 5 = 7 Fail

    Despite the weird noises the creature makes, it is still easily impaled upon Amiri's spear as it closes on her.
    auto succeed combat 10 with three dice + 8

    Deciding that wandering around randomly like this isn't for her, Amiri heads back to the group for a spot of first aid from the Chaplain.
    Use fast movement to go to Bridge 4, get healed one card by Bekah's ally, draw 2, done.

    7 cards in discard: 1d7 ⇒ 2 Quartermaster is shuffled back in.

    Amiri wrote:

    Hand: Jorgenfist Spear, Silken Ceremonial Armor, Ring of Stony Flesh, Scales of Remembrance,

    Displayed: Orange War Paint, Four-Mirror Armor,
    Deck: 9 Discard: 6 Buried: 0
    Notes:
    Die bumps & rerolls: No bumps or 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.


    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

  • 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.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Bridges: 4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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 3
    Spoiler:
    Cave Bear
    Monster 4

    Traits
    Animal

    Check
    Combat
    16

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

    Monster 4
    Spoiler:
    Grazuul
    Monster 3

    Traits
    Giant
    Troll
    Aquatic
    Fighter

    Check
    Combat
    16

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

    Monster 5
    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.

    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:
    Trapped Passageway
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    Dexterity
    Acrobatics
    9

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

    Barrier 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:
    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 5
    Spoiler:
    Door Spike
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

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

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

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

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

    Weapon 2
    Spoiler:
    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 3
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Weapon 4
    Spoiler:
    Short Sword +1
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Magic

    Check
    Strength
    Melee
    7

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

    Weapon 5
    Spoiler:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Disintegrate
    Spell 5

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    14

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

    Spell 2
    Spoiler:
    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:
    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 4
    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 5
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    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 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:
    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 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:
    Magic Spyglass
    Item 4

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Item 2
    Spoiler:
    Caltrops
    Item B

    Traits
    Object
    Basic

    Check
    Dexterity
    4

    Powers
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

    Item 3
    Spoiler:
    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.

    Item 4
    Spoiler:
    Caltrops
    Item B

    Traits
    Object
    Basic

    Check
    Dexterity
    4

    Powers
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

    Item 5
    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.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    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.

    Ally 3
    Spoiler:
    Black Arrow Ranger
    Ally 3

    Traits
    Human
    Ranger

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    7

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

    Ally 4
    Spoiler:
    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.

    Ally 5
    Spoiler:
    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.

    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 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 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: 15 Seoni/Iammars

    Top of Blessing Discard Pile: Blessing of Lamashtu

    Top Blessing:
    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 Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 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 2 (Turn 17 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 18 Amiri)
    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 4 (Turn 19 Seoni)
    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 5 (Turn 20 Enora)
    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 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 7 (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 8 (Turn 23 Seoni)
    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 24 Enora)
    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 10 (Turn 25 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 26 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 12 (Turn 27 Seoni)
    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 13 (Turn 28 Enora)
    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 29 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 15 (Turn 30 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 16 (Turn 31 Seoni)
    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 32 Enora)
    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 33 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 19 (Turn 34 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 20 (Turn 35 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 21 (Turn 36 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 37 Bekah)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 38 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 24 (Turn 39 Seoni)
    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.

    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
    Notes:

    Collapsing Bridge Card 1:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

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

    Collapsing Bridge Card 2:
    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 3:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

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

    Collapsing Bridge Card 4:
    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.

    Collapsing Bridge Card 5:
    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 Card 6:
    Velociraptor
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    14

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

    Collapsing Bridge Card 7:
    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 Card 8:
    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.

    Collapsing Bridge Card 9:
    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 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
    Notes:

    Collapsing Bridge 2 Card 1:
    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 2 Card 2:
    Goblin Cutpurse
    Monster 1

    Traits
    Goblin
    Rogue
    Basic

    Check
    Combat
    8

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

    Collapsing Bridge 2 Card 3:
    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.

    Collapsing Bridge 2 Card 4:
    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 2 Card 5:
    Ameiko Kaijitsu
    Ally 1

    Traits
    Human
    Bard
    Rogue

    Check
    Charisma
    Diplomacy
    7

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

    Collapsing Bridge 2 Card 6:
    Zombie Nest
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Basic

    Check
    None

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

    Collapsing Bridge 2 Card 7:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Collapsing Bridge 2 Card 8:
    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 2 Card 9:
    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 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
    Notes:

    Collapsing Bridge 3 Card 1:
    Mummy
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Collapsing Bridge 3 Card 2:
    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 3 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 3 Card 4:
    Siren
    Monster B

    Traits
    Siren
    Elite

    Check
    Wisdom
    8

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

    Collapsing Bridge 3 Card 5:
    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.

    Collapsing Bridge 3 Card 6:
    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 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:
    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.

    Collapsing Bridge 3 Card 9:
    Trapped Passageway
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    Dexterity
    Acrobatics
    9

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

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Enora, Bekah, Amiri

    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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Seoni
    Notes:

    Collapsing Bridge 5 Card 1 - Goblin Pyro:
    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:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0

    Collapsing Bridge 6 Card 1:
    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 2:
    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 3:
    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 4:
    Shaman
    Ally 5

    Traits
    Half-Orc
    Cleric
    Divine

    Check
    Charisma
    Diplomacy
    9
    OR
    Wisdom
    Divine
    7

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

    Collapsing Bridge 6 Card 5:
    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 6:
    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 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 6 Card 8:
    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.


  • Hand | Deck

    Hand correction...

    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: Mirror Image(B), Teleport(4), Binder's Tome(1), Codex of Conversations(4), Chronicler(B), Blessing of Nethys(2)
    Deck: 14 Discard: 5 Buried: 0 Displayed: 1
    Notes: Reroll: Used, Die Bumps: 0


    Deck Handler

    Seoni tells Appleslayer that Zae has fallen down a well. Appleslayer rescues her. Then Seoni asks Rodrick to draw a Blessing of the Spellbound back from the discard pile. Lastly, Seoni decides that it's not worth dealing with the lone creature here and attempts to help out somewhere else. She runs off to Bridge 1 to help out people there.

    First Explore
    Seoni explores to find a Hill Giant. She attempts to trick the giant with a blast of ice from Ice and Fire, powered by her Magnetic Grimoire.
    Combat 15: 1d12 + 6 + 2d8 + 3 + 1d4 ⇒ (10) + 6 + (6, 2) + 3 + (3) = 30
    The Hill Giant is easily defeated. Ice and Fire is recharged.

    Seoni then asks Appleslayer to lead her to a new location. Appleslayer leads her to Collapsing Bridge 6.
    Second Explore
    Appleslayer leads her to the Pit of Malfeshnekor. Inside the pit are a Magic Spyglass, some Caltrops, and a Headband of Epic Intelligence. Apparently she's really good at finding Int headbands for some reason? She grabs the headband, but takes 1d4 + 1 ⇒ (1) + 1 = 2 fire damage. Seoni discard the Headband of Epic Intelligence and her Cloudburst. Then she recharges her Magnetic Grimoire to draw her Cloudburst back up.

    Seoni uses the power of her Blessing of the Spellbound to continue looking ahead.
    Third Explore
    By the blessing of her spells, Seoni runs into a Standard Bearer. Owing once again to her natural charisma, the Standard Bearer follows her.

    Seoni sends the Standard Bearer ahead to explore.
    Fourth Explore
    The Standard Bearer finds a Guide. Now seriously wondering about deja vu, Seoni encourages the Guide to follow her.

    Seoni sends the Guide ahead to explore.
    Fifth Explore
    The Guide finds a Shaman. Seoni attempts to encourage the Shaman to follow her.
    Diplomacy 9: 1d12 + 6 ⇒ (10) + 6 = 16
    The Shaman is excited by this prospect.

    Seoni uses her Blessing of the Elements to explore ahead.
    Sixth Explore
    Seoni comes across an Ogre. Unfazed, she sets the weather against it with a Cloudburst.
    Combat 14: 1d12 + 6 + 3d6 ⇒ (7) + 6 + (3, 2, 6) = 24
    Once the Ogre is defeated, Seoni uses the wind generated from the spell to fly over to join the rest of the party at Collapsing Bridge 4. Cloudburst recharges.

    Once there, Seoni asks the Shaman to heal up everyone.
    EVERYONE CAN SHUFFLE A RANDOM CARD FROM THEIR DISCARD PILE INTO THEIR DECK.
    1d13 ⇒ 6
    Seoni knows that it's often tempting to heal the dog, but she kinda wishes that the Shaman had healed one of her other followers, not Appleslayer.

    End of Turn
    This bridge gas already collapsed, so there is nothing to worry about. Can't get worse.
    Having done quite enough in one hour, Seoni rests.

    Drawing New Cards:
    1d16 + 1d15 + 1d14 + 1d13 + 1d12 + 1d11 ⇒ (12) + (4) + (3) + (9) + (10) + (9) = 47

    Seoni, CB wrote:


    Cards in Hand: Fire Snake, Ice and Fire, Swipe, Keren Rhinn, Zae, Blessing of Pharasma, Blessing of the Spellbound
    Cards in Deck: 10 unknown
    Discarded: Blessing of the Elements, Guide, Standard Bearer, Blessing of the Spellbound, Headband of Epic Intelligence, Rodrick, Sage, Blessing of the Spellbound, Night Watch, Standard Bearer, Guide, Night Watch, Buried: None
    Displayed:
    Notes: Swipe: Reduce Combat difficulty by 3, BoP: 2 dice on spell, always adds d12s, BotS: Recharge on Arcane or Divine

    Powers:

    Skills
    Strength d4 ☐+1
    Dexterity d8 ☑+1 ☑+2 ☑+3
    Constitution d6 ☐+1 ☐+2
    Intelligence d6 ☑+1 ☐+2 ☐+3
    Wisdom d6 ☑+1 ☑+2
    Charisma d12 ☑+1 ☑+2 ☑+3 ☑+4
    Arcane Charisma +2
    Diplomacy Charisma +2
    Powers
    Hand Size 6 ☑ 7
    For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
    You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
    ☑ If you would fail a check by 1, you may bury a card to succeed.
    ☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
    ☑ When you play Blessing of Pharasma, add d12 instead of the normal die.


    Deck Update
    6 cards in discard: 1d6 ⇒ 4 Blessing of the Gods is shuffled into the deck.


    Hand | Deck

    Shaman heals: Crow

    At the end of Seoni's turn, Enora plays Teleport and heads off to Collapsing Bridge 2 with Bekah in tow. (Anyone else can come too, though I think if Seoni comes she has to check whether CB2 collapses, which we probably don't want).
    Heal (recharge): Coordinated Blast
    Arcane 14: 1d10 + 2 + 1 ⇒ (6) + 2 + 1 = 9
    Discarded

    Enora starts her turn.
    The hour is Desna.

    Enora gives Bekah Mirror Image

    Free exploration: Elven Sharpshooter
    Enora tries to convince an elf to get off the bridge.
    Chronicler, Binder's Tome
    Diplomacy 12: 1d10 + 2 + 1 + 1d6 + 1d4 ⇒ (5) + 2 + 1 + (3) + (2) = 13
    Success
    Acquired

    Discard Elven Sharpshooter to explore: Goblin Cutpurse
    Codex of Conversations
    Chronicler, Binder's Tome
    Diplomacy 12: 1d10 + 2 + 1 + 1d6 + 1d4 ⇒ (2) + 2 + 1 + (5) + (2) = 12
    Success. Elven Sharpshooter recharged.
    Asking Bekah to use her bardic performance on this next check.
    BYA Wisdom 6: 1d6 + 1d4 + 3 ⇒ (6) + (3) + 3 = 12
    Success
    Snowball (Codex of Conversations), Binder's Tome
    Combat 8: 1d10 + 2 + 2d6 + 4 + 1d4 ⇒ (3) + 2 + (4, 6) + 4 + (1) = 20
    Success
    Defeated

    Discard Blessing of Nethys to examine: Harpy and Night Watch. Put Night Watch on top and explore.
    Diplomacy 6: 1d10 + 2 + 1 + 1d6 + 1d4 ⇒ (4) + 2 + 1 + (2) + (1) = 10
    Success
    Acquired

    Ending my turn.

    Collapse? 6+: 1d10 ⇒ 1 No.

    Enora wrote:

    Skills and Powers:
    Skills

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

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

    Hand: Fire Barrage(5), Fly(2), Binder's Tome(1), Codex of Conversations(4), Chronicler(B), Night Watch(B), Blessing of the Seventh Veil(4)
    Deck: 14 Discard: 5 Buried: 0 Displayed: 1
    Notes: Reroll: Used, Die Bumps: 0

    Summary: Bekah and I are at CB2. Cards 1 and 4 acquired. Card 2 banished. Card 3 is known and on top.


    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

  • 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.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Bridges: 4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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.

    Monster 2
    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 3
    Spoiler:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    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:
    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.

    Random Barriers:
    Barrier 1
    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.

    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:
    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 4
    Spoiler:
    Falling Bell
    Barrier 2

    Traits
    Obstacle
    Elite

    Check
    Dexterity
    Acrobatics
    10

    Powers
    Each character at this location encounters this barrier.
    If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

    Barrier 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:
    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 2
    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 3
    Spoiler:
    Longbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    5

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

    Weapon 4
    Spoiler:
    Greatclub +3
    Weapon 4

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 5
    Spoiler:
    Sickle +1
    Weapon 2

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    10

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

    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:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Speed
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 5
    Spoiler:
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Studded Leather Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Spiny Shield
    Armor 3

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    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:
    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.

    Armor 5
    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.

    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:
    Belt of Giant Strength
    Item 3

    Traits
    Accessory
    Magic

    Check
    Strength
    5

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

    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:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

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

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    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.

    Ally 2
    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 3
    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 4
    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 5
    Spoiler:
    Aldern Foxglove
    Ally 1

    Traits
    Human
    Noble

    Check
    Charisma
    Diplomacy
    4

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

    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 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 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.

    Blessing 4
    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 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: 17 Bekah/LucianC

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 18 Amiri)
    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 2 (Turn 19 Seoni)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 20 Enora)
    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 4 (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 5 (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 6 (Turn 23 Seoni)
    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 7 (Turn 24 Enora)
    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 8 (Turn 25 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 26 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 27 Seoni)
    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 11 (Turn 28 Enora)
    Spoiler:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 29 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 30 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 31 Seoni)
    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 32 Enora)
    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 16 (Turn 33 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 17 (Turn 34 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 35 Seoni)
    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 36 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 37 Bekah)
    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 21 (Turn 38 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 22 (Turn 39 Seoni)
    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.

    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:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
    Notes:

    Collapsing Bridge Card 1:
    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 2:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

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

    Collapsing Bridge Card 3:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

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

    Collapsing Bridge Card 4:
    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 Card 5:
    Velociraptor
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    14

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

    Collapsing Bridge Card 6:
    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 Card 7:
    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.

    Collapsing Bridge Card 8:
    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 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:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:0
    Located here: Enora, Bekah,
    Notes:

    Collapsing Bridge 2 Card 1 - Harpy:
    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.

    Collapsing Bridge 2 Card 2:
    Ameiko Kaijitsu
    Ally 1

    Traits
    Human
    Bard
    Rogue

    Check
    Charisma
    Diplomacy
    7

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

    Collapsing Bridge 2 Card 3:
    Zombie Nest
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Basic

    Check
    None

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

    Collapsing Bridge 2 Card 4:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Collapsing Bridge 2 Card 5:
    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 2 Card 6:
    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 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

    Collapsing Bridge 3 Card 1:
    Mummy
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Collapsing Bridge 3 Card 2:
    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 3 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 3 Card 4:
    Siren
    Monster B

    Traits
    Siren
    Elite

    Check
    Wisdom
    8

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

    Collapsing Bridge 3 Card 5:
    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.

    Collapsing Bridge 3 Card 6:
    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 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:
    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.

    Collapsing Bridge 3 Card 9:
    Trapped Passageway
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    Dexterity
    Acrobatics
    9

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

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Amiri, Seoni

    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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Notes:

    Collapsing Bridge 5 Card 1 - Goblin Pyro:
    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:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:0

    Collapsing Bridge 6 Card 1:
    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 2:
    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 3:
    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.

  • Scarab Sages

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

    OT: Recharge Mirror Image for BP

    Bekah begins her journey by sending her new friend the Guard to get her a Mirror Image scroll.

    She hands the scroll back to Enora.

    Bekah then casts Major Cure on herself.

    Healing: 1d4 + 2 ⇒ (2) + 2 = 4

    Heal everything except Sage and Blessing of Erastil.

    Recharge Major Cure? Arcane 12: 1d8 + 4 ⇒ (3) + 4 = 7

    Move to Collapsing Bridge 1.

    Free explore Ghoul, cast Whip of Centipedes.

    Combat 11: 1d8 + 4 + 3d6 ⇒ (8) + 4 + (3, 4, 3) = 22

    Recharge Whip Arcane 12: 1d8 + 4 ⇒ (4) + 4 = 8

    End turn, redraw

    Bekah wrote:

    Hand: Guard, Dragoon, Humanbane Crossbow +2, Cure, Spyglass, Jakardros Sovark,

    Displayed:
    Deck: 20 Discard: 4 Buried: 1
    Notes: Re-roll not used. Playmats available for all.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6[ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X ] +2 [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.

    Start of next turn:

    Use Spyglass on Bridge 1:
    Card 2 Zombie Hoard
    Card 3 Skinsaw Ritual
    Card 4 Standard Bearer


    Turn 18: Hour of Lamashtu

    Hearing about the icky badness at the first lump of rock, Amiri heads to the furthest.
    Explore Bridge 6 card 1: Battered Chest
    Discard Spear for rage, draw a card (Quartermaster)
    Melee 8: 1d12 + 5 + 1d10 ⇒ (2) + 5 + (5) = 12 Success
    What's in the box?: 1d4 ⇒ 2

    Invigorated by finding bracers of protection and a belt of giant strength in the chest, Amiri spots a couple potential allies and calls them over.
    Use unstoppable force to examine Merchant, then explore.
    Explore Bridge 6 card 2: Merchant
    Recharge Scales of Remembrance for +5 to the non-combat check
    Charisma 7: 1d6 + 5 ⇒ (3) + 5 = 8 Success

    She shares some old stories with the Merchant, who points out that there is someone nearby that might appreciate them more.
    Use unstoppable force to recharge acquisition to explore.
    Explore Bridge 6 card 3: Grizzled Mercenary
    Recharge quartermaster for d4
    Charisma 6: 1d6 + 1d4 ⇒ (2) + (3) = 5 Fail

    Apparently the Merc finds the barbarian and her gaggle of friends somewhat off-putting and decides to take his chances elsewhere.
    Recharge Four-Mirror Armor to close the location, use fast movement to get to Bridge 3, check to see if it collapses, discard the bracers and belt, draw 3 and done.
    Stable?: 1d10 ⇒ 2 Looks like - for now.

    Amiri wrote:

    Hand: Shieldsplitter Lance, Silken Ceremonial Armor, Ring of Stony Flesh, Dwarven Earthbreaker, Blessing of Achaekek,

    Displayed: Orange War Paint,
    Deck: 10 Discard: 8 Buried: 0
    Notes:
    Die bumps & rerolls: No bumps or 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.


    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

  • 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.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Bridges: 4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Monster 3
    Spoiler:
    Elder Earth Elemental
    Monster 5

    Traits
    Elemental

    Check
    Combat
    18

    Powers
    The Elemental is immune to the Mental and Poison traits.
    If undefeated, put the Elemental on the bottom of the location deck.

    Monster 4
    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.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    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 2
    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.

    Barrier 3
    Spoiler:
    Falling Bell
    Barrier 2

    Traits
    Obstacle
    Elite

    Check
    Dexterity
    Acrobatics
    10

    Powers
    Each character at this location encounters this barrier.
    If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

    Barrier 4
    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 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    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.

    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:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 4
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 5
    Spoiler:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Enfeeble
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Mental

    Check
    Intelligence
    Arcane
    6

    Powers
    Discard this card to evade a monster; return it to the top of the deck.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Guidance
    Spell B

    Traits
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    2

    Powers
    Discard this card to add 1 to a check.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 4 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    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 4
    Spoiler:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spell 5
    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.

    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:
    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 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:
    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:
    Bolstering Armor
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Potion of Gracefulness
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    6

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

    Item 2
    Spoiler:
    Magic Spyglass
    Item 4

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Item 3
    Spoiler:
    Staff of Heaven and Earth
    Item 4

    Traits
    Staff
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Recharge this card and discard a spell to defeat a barrier.
    Recharge this card and discard a spell to add 1d4 to a combat check at your location.

    Item 4
    Spoiler:
    Ring of Protection
    Item 2

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Item 5
    Spoiler:
    Caltrops
    Item B

    Traits
    Object
    Basic

    Check
    Dexterity
    4

    Powers
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
    Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    Eagle
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    9

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

    Ally 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:
    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 5
    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.

    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 Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessing 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 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.

    Turn: 19 Seoni/Iammars

    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: 20
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Enora)
    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 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 3 (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 4 (Turn 23 Seoni)
    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 5 (Turn 24 Enora)
    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 25 Bekah)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 7 (Turn 26 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 8 (Turn 27 Seoni)
    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 9 (Turn 28 Enora)
    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 10 (Turn 29 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 30 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 31 Seoni)
    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 32 Enora)
    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 14 (Turn 33 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 15 (Turn 34 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 35 Seoni)
    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 36 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 37 Bekah)
    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 19 (Turn 38 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 20 (Turn 39 Seoni)
    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.

    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:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
    Located here: Bekah,
    Notes:

    Collapsing Bridge Card 1 - Zombie Horde:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

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

    Collapsing Bridge Card 2 - Skinsaw Ritual:
    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.

    Collapsing Bridge Card 3 - Standard Bearer:
    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 Card 4:
    Velociraptor
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    14

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

    Collapsing Bridge 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 Card 6:
    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.

    Collapsing Bridge Card 7:
    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 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:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:0
    Located here: Enora,
    Notes:

    Collapsing Bridge 2 Card 1 - Harpy:
    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.

    Collapsing Bridge 2 Card 2:
    Ameiko Kaijitsu
    Ally 1

    Traits
    Human
    Bard
    Rogue

    Check
    Charisma
    Diplomacy
    7

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

    Collapsing Bridge 2 Card 3:
    Zombie Nest
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Basic

    Check
    None

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

    Collapsing Bridge 2 Card 4:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Collapsing Bridge 2 Card 5:
    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 2 Card 6:
    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 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: Amiri,

    Collapsing Bridge 3 Card 1:
    Mummy
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

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

    Collapsing Bridge 3 Card 2:
    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 3 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 3 Card 4:
    Siren
    Monster B

    Traits
    Siren
    Elite

    Check
    Wisdom
    8

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

    Collapsing Bridge 3 Card 5:
    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.

    Collapsing Bridge 3 Card 6:
    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 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:
    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.

    Collapsing Bridge 3 Card 9:
    Trapped Passageway
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    Dexterity
    Acrobatics
    9

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

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Seoni

    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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Notes:

    Collapsing Bridge 5 Card 1 - Goblin Pyro:
    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0


  • Bridge 1 Collapse?: 1d10 ⇒ 3 Nope.


    Deck Handler

    Seoni is refreshed for a new hour. After seeing the massive amount of zombies and cultists on one bridge and the harpy on the second bridge, she decides that Bridge 3 might be the best place to explore, so she moves there.

    First Explore
    Seoni moves to Bridge 3 only to encounter a Mummy. That's okay. Mummies burn. She casts Ice and Fire on the fire side, triggering the Mummy's weakness.
    Combat 21: 2d12 + 6 + 2d8 + 3 ⇒ (7, 5) + 6 + (8, 6) + 3 = 35
    The Mummy is burnt away. Ice and Fire is recharged.

    Seoni asks Zae to explore ahead.
    Second Explore
    Seoni comes across Conna the Wise. Seoni attempts to earn her advice.
    Diplomacy 9: 1d12 + 6 ⇒ (8) + 6 = 14
    Seoni earns the company of Conna.

    Seoni asks Keren Rhinn for help getting Zae back. Keren Rhinn gets shuffled into Seoni's deck and Zae goes back into Seoni's hand, then Seoni asks Zae to explore ahead.
    Third Explore
    Seoni comes across a Black Arrow Ranger. It takes no effort to get the ranger to follow Seoni.

    Seoni asks the Black Arrow Ranger to explore ahead.
    Fourth Explore
    Seoni comes across a Siren. Cursing her luck, she sends a Fire Snake at the Siren.
    Arcane 8: 1d12 + 6 ⇒ (1) + 6 = 7
    This Siren is really causing problems. Fortunately, Seoni has the power of angels at her side and she buries Conna the Wise to succeed at the check.

    Seoni doesn't know the meaning of "she should probably stop", and decides to discard a Blessing of the Spellbound to explore again.
    Fifth Explore
    Seoni comes across a Lizard. Hey! That's where her familiar ran off to!
    Arcane 8: 1d12 + 6 ⇒ (8) + 6 = 14
    Seoni reacquires her familiar.

    Seoni then commands the Lizard to explore ahead.
    Sixth Explore
    Seoni finds an Archer. Excited to be rescued, the Archer follows her around.

    Seoni asks the Archer to explore ahead.
    Seventh Explore
    Seoni finds the Archer's twin. It makes sense that the twins would be rescued together. Maybe it was forshadowing for what would happen to her twin?

    Seoni asks the second Archer to explore ahead.
    Eighth Explore
    Seoni comes across a Locked Passage. Seoni has seen people use lockpicks before, so this shouldn't be too hard, right?
    Dexterity 8: 1d8 + 3 ⇒ (4) + 3 = 7
    It turns out that it actually takes some training to pick locks. Who knew?

    End of Turn
    The bridge might fall over! 1d10 ⇒ 4 It does!
    Having done quite enough in one hour, Seoni rests.

    Drawing New Cards:
    1d12 + 1d11 + 1d10 + 1d9 + 1d8 ⇒ (2) + (10) + (3) + (3) + (5) = 23

    Seoni, CB wrote:


    Cards in Hand: Create Mindscape, Safety Bubble, Scorching Ray, Swipe, Magnetic Grimoire, Alaeron, Blessing of Pharasma
    Cards in Deck: 7 unknown, Fire Snake
    Discarded: Archer, Archer, Lizard, Blessing of the Spellbound, Black Arrow Ranger, Zae, Blessing of the Elements, Guide, Standard Bearer, Blessing of the Spellbound, Headband of Epic Intelligence, Rodrick, Sage, Blessing of the Spellbound, Night Watch, Standard Bearer, Guide, Night Watch, Buried: Conna the Wise
    Displayed:
    Notes: Swipe: Reduce Combat difficulty by 3, MG: +1d4 on local elemental check, BoP: 2 dice on spell, always adds d12s

    Powers:

    Skills
    Strength d4 ☐+1
    Dexterity d8 ☑+1 ☑+2 ☑+3
    Constitution d6 ☐+1 ☐+2
    Intelligence d6 ☑+1 ☐+2 ☐+3
    Wisdom d6 ☑+1 ☑+2
    Charisma d12 ☑+1 ☑+2 ☑+3 ☑+4
    Arcane Charisma +2
    Diplomacy Charisma +2
    Powers
    Hand Size 6 ☑ 7
    For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
    You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
    ☑ If you would fail a check by 1, you may bury a card to succeed.
    ☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
    ☑ When you play Blessing of Pharasma, add d12 instead of the normal die.


    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

  • 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.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Bridges: 5
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ghoul
    Monster B

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

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

    Monster 2
    Spoiler:
    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.

    Monster 3
    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 4
    Spoiler:
    Goblin Snake
    Monster 1

    Traits
    Aberration
    Basic

    Check
    Combat
    8

    Powers
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

    Monster 5
    Spoiler:
    Yeth Hound
    Monster 1

    Traits
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    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.

    Barrier 3
    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 4
    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 5
    Spoiler:
    Monster in the Closet
    Barrier 1

    Traits
    Skirmish
    Goblin
    Basic

    Check
    Wisdom
    Perception
    9

    Powers
    If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

    Random Weapons:
    Weapon 1
    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 2
    Spoiler:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 3
    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 4
    Spoiler:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

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

    Weapon 5
    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.

    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:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
    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.

    Spell 3
    Spoiler:
    Charm Person
    Spell B

    Traits
    Magic
    Arcane
    Mental

    Check
    Intelligence
    Arcane
    4

    Powers
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.

    Spell 4
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spell 5
    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.

    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:
    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:
    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.

    Armor 4
    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 5
    Spoiler:
    Elven Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    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.

    Item 2
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Item 3
    Spoiler:
    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 4
    Spoiler:
    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.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Grizzled Mercenary
    Ally 1

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    6

    Powers
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

    Ally 2
    Spoiler:
    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.

    Ally 3
    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 4
    Spoiler:
    Mayor Kendra Deverin
    Ally B

    Traits
    Human
    Mayor

    Check
    Charisma
    Diplomacy
    10

    Powers
    Banish this card to examine your location deck and then shuffle it.

    Ally 5
    Spoiler:
    Elven Sharpshooter
    Ally 5

    Traits
    Elf
    Ranger

    Check
    Charisma
    Diplomacy
    Dexterity
    Ranged
    12

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

    Random Blessings:
    Blessing 1
    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 2
    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.

    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 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 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.

    Turn: 20 Enora/Hawkmoon

    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: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 21 Bekah)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 22 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 23 Seoni)
    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 24 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 5 (Turn 25 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 6 (Turn 26 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 7 (Turn 27 Seoni)
    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 8 (Turn 28 Enora)
    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 9 (Turn 29 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 30 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 11 (Turn 31 Seoni)
    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 32 Enora)
    Spoiler:
    Blessing of Norgorber
    Blessing 3

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 33 Bekah)
    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 14 (Turn 34 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 35 Seoni)
    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 16 (Turn 36 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 17 (Turn 37 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 18 (Turn 38 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 19 (Turn 39 Seoni)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Blessings Deck Card 20 (Turn 40 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 21 (Turn 41 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 22 (Turn 42 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 23 (Turn 43 Seoni)
    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 24 (Turn 44 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 25 (Turn 45 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 26 (Turn 46 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 27 (Turn 47 Seoni)
    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.

    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:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
    Located here: Bekah,
    Notes:

    Collapsing Bridge Card 1 - Zombie Horde:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

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

    Collapsing Bridge Card 2 - Skinsaw Ritual:
    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.

    Collapsing Bridge Card 3 - Standard Bearer:
    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 Card 4:
    Velociraptor
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    14

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

    Collapsing Bridge 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 Card 6:
    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.

    Collapsing Bridge Card 7:
    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 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:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:0
    Located here: Enora,
    Notes:

    Collapsing Bridge 2 Card 1 - Harpy:
    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.

    Collapsing Bridge 2 Card 2:
    Ameiko Kaijitsu
    Ally 1

    Traits
    Human
    Bard
    Rogue

    Check
    Charisma
    Diplomacy
    7

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

    Collapsing Bridge 2 Card 3:
    Zombie Nest
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Basic

    Check
    None

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

    Collapsing Bridge 2 Card 4:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Collapsing Bridge 2 Card 5:
    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 2 Card 6:
    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 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:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Amiri, Seoni
    Notes: Trapped Passageway, Locked Passage

    Collapsing Bridge 3 Card 1:
    Trapped Passageway
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    Dexterity
    Acrobatics
    9

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

    Collapsing Bridge 3 Card 2:
    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.

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Notes:

    Collapsing Bridge 5 Card 1 - Goblin Pyro:
    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:
    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 6 Card 2:
    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 6 Card 3:
    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.

    Collapsing Bridge 6 Card 4:
    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 6 Card 5:
    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.

    Collapsing Bridge 6 Card 6:
    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 6 Card 7:
    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 6 Card 8:
    Giant Gecko
    Monster B

    Traits
    Animal
    Basic

    Check
    Combat
    8

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

    Collapsing Bridge 6 Card 9:
    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.


  • You hear the ominous sound of stones grinding against each other, and then the rock you're standing on cracks! Enora (Hawkmoon) is separated from the rest of your team as the section of the platform you're standing on begins to fall away. Sorrina Westyr's voice magically sounds in your head: 'Look to your left - there! Now wait.. 3.. 2.. 1.. JUMP!' You leap, hoping you land on more stable ground...

    Enora (Hawkmoon), you are now moving to Hawkmoon269's table (Gameplay Thread). if you have a cohort displayed, put it on top of your deck. If you have any cards displayed next to your character’s deck belong to another player, put them in that character’s discard pile. Pick up your deck, hand, discard pile, buried cards, character, role, and token cards, and any cards displayed next to your character’s deck. When you arrive at your new table, take the place of the person who just left. Place your token at a random open location and put your other cards in the appropriate places.


    Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    "Ahhh! What happened?"

    Zarlova works together with her new comrades.

    Random Starting Location: 1d6 ⇒ 2

    Collapsing Bridge 2 Card 1: Explore
    She shrugs and just decides to explore where she is. She finds a Harpy!
    Wisdom 8: 1d10 + 7 ⇒ (4) + 7 = 11 - Success
    Everyone else needs to make a Wisdom 8 check or be moved to Collapsing Bridge 2
    She then casts Death's Touch to automatically defeat it. She reveals her Evangelist on the recharge.
    Divine 14 (Death's Touch recharge): 1d10 + 7 + 4 + 1 ⇒ (4) + 7 + 4 + 1 = 16 - Success, and put on top of deck

    Collapsing Bridge 2 Card 2: Explore
    She discards her Blesing of the Everlight to keep going. It's Ameiko Kaijitsu. Zarlova reveals her Evangelist for convincing.
    Charisma 7: 1d6 + 1 ⇒ (6) + 1 = 7 - Success

    Zarlova banishes Ameiko to get her Blessing of the Everlight back.

    Collapsing Bridge 2 Card 3: Explore
    She re-discards her Blessing of the Everlight. She encounters a Zombie Horde. (Harpy -> Zombie Horde combo...)
    Everyone at Collapsing Bridge 2 encounters a Zombie Minion.
    She casts Cloudburst at the Zombie, and reveals her Evangelist on both combat and recharge.
    Combat 9: 1d10 + 7 + 4 + 3d6 ⇒ (3) + 7 + 4 + (1, 5, 4) = 24 - Success
    Divine 13 (Cloudburst Recharge): 1d10 + 7 + 4 ⇒ (10) + 7 + 4 = 21 - Success, and putting it on bottom of deck

    She ends her turn.

    Collapsing Bridge 2: 1d10 ⇒ 1 - Nothing happens

    Zarlova wrote:

    Hand: Helm of Electric Radiance, Divine Blaze, Evangelist, Eagle, Death's Touch, Find Traps, Cleric of Nethys,

    Displayed:
    Deck: 12 Discard: 5 Buried: 0
    Notes: Find Traps: +2 dice to any check to defeat a barrier;
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d6 [ ]+1
    Constitution d6 [ ]+1 [ ]+2 [ ]+2
    Intelligence d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Arcane: Intelligence +2
    Craft: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d10 [X]+1 [X]+2 [X]+3 [X]+4
    Divine: Wisdom +3
    Charisma d6 [ ]+1 [ ]+2

    Role: Theurge
    Favored Card: Spell
    Hand Size 6 [X]7 [ ]8 [ ]9
    Proficient with: None
    Powers:
    When you would recharge a spell that has both the Divine ([ ] or Arcane) and Attack traits, you may place it on top of your deck instead.
    When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
    [X] You gain the skill Arcane: Intelligence +2.
    [ ] Add 2 ([ ]4) to your check to acquire ([ ] or recharge) a spell.
    [X] Add 2 ([X]4) to your check that has the Attack trait.

    Everyone else needs to make a Wisdom 8 check or be moved to Collapsing Bridge 2
    Collapsing Bridge 2 Card 1 banished
    Collapsing Bridge 2 Card 2 acquired, then promptly banished
    [b]Every character at Collapsing Bridge 2 needs to fight a Zombie Minion to see if Zombie Nest is undefeated.


    Deck Handler

    Wisdom 8: 1d6 + 2 ⇒ (4) + 2 = 6

    Seoni moves to Bridge 2 and then needs to fight a Zombie Minion. Fortunately, her Swipe will do that automatically.

    Seoni, CB wrote:


    Cards in Hand: Create Mindscape, Safety Bubble, Scorching Ray, Magnetic Grimoire, Alaeron, Blessing of Pharasma
    Cards in Deck: 7 unknown, Fire Snake, Swipe
    Discarded: Archer, Archer, Lizard, Blessing of the Spellbound, Black Arrow Ranger, Zae, Blessing of the Elements, Guide, Standard Bearer, Blessing of the Spellbound, Headband of Epic Intelligence, Rodrick, Sage, Blessing of the Spellbound, Night Watch, Standard Bearer, Guide, Night Watch, Buried: Conna the Wise
    Displayed:
    Notes: MG: +1d4 on local elemental check, BoP: 2 dice on spell, always adds d12s

    Powers:

    Skills
    Strength d4 ☐+1
    Dexterity d8 ☑+1 ☑+2 ☑+3
    Constitution d6 ☐+1 ☐+2
    Intelligence d6 ☑+1 ☐+2 ☐+3
    Wisdom d6 ☑+1 ☑+2
    Charisma d12 ☑+1 ☑+2 ☑+3 ☑+4
    Arcane Charisma +2
    Diplomacy Charisma +2
    Powers
    Hand Size 6 ☑ 7
    For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
    You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
    ☑ If you would fail a check by 1, you may bury a card to succeed.
    ☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
    ☑ When you play Blessing of Pharasma, add d12 instead of the normal die.


    Cannot succeed at wisdom check, cannot fail combat less than 10 with the earthbreaker.

    Amiri is now at Bridge 2.

    Scarab Sages

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

    Fail Wisdom check.

    Move to fight Zombie Minion

    Reveal Humanbane Crossbow

    Combat 10: 1d8 + 3 + 1d10 + 2 ⇒ (2) + 3 + (4) + 2 = 11

    Defeated

    Scarab Sages

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

    Start of turn, place Guard on top of deck to draw Legionnaire Chaplain from the bottom of my deck.

    Recharge Legionnaire Chaplain to allow Seoni to shuffle a card from her discard into her deck.

    Stay at bridge 2 and explore card 4

    Slashing Blade:

    Barrier 1
    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Recharge Humanbane Crossbow for BP

    Dex 9: 1d8 + 3 + 1d4 + 3 ⇒ (8) + 3 + (4) + 3 = 18

    Discard Jakardros Sovark to explore again.

    Toad

    Arcane 7: 1d8 + 4 ⇒ (1) + 4 = 5

    Fail, but use special power to explore again.

    Merchant - autosucceed acquire.

    Cast Cure on myself

    Cure: 1d4 + 1 ⇒ (4) + 1 = 5

    Heal entire discard except Sage.

    Recharge Cure

    Divine 8: 1d8 + 4 ⇒ (1) + 4 = 5

    Discard Merchant to give Dragoon to Amiri.

    Close location by taking 4 damage (no cards to discard)

    End turn

    Bekah wrote:

    Hand: Reflecting Buckler, Duelist, Guard, Keen Rapier +3, Humanbane Crossbow +2, Blessing of Erastil2,

    Displayed: Dragoon,
    Deck: 20 Discard: 3 Buried: 1
    Notes: Re-roll not used. Playmats available for all.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6[ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X ] +2 [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 22: Hour of Abadar

    Move to the furthest rock once again.
    Explore Bridge 6 card 1: Trapped Spellbook
    Zarlova casts Find Traps, Seoni casts Create Mindscape, bury Lance for rage, draw a card
    Wisdom 15: 1d6 + 1 + 2d6 + 1d4 + 1d10 ⇒ (4) + 1 + (4, 5) + (4) + (8) = 26 Success
    How many spells?: 1d4 ⇒ 3

    Amiri finds a dangerous looking spellbook, but some pressure applied at exactly the right spot causes a number of nice scrolls to fall out.
    Draw Draw Poison Blast, Strength, Charm Person.
    Use unstoppable force to examine Black Arrow Ranger, then explore.

    Survival 7: 1d6 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8 Success

    Recruiting the Ranger, Amiri continues her delve under the bridge.
    Use unstoppable force to recharge acquisition to explore.
    Explore Bridge card 3: Tickwood Boar
    Survival 7 BYA: 1d6 + 3 + 1d4 ⇒ (6) + 3 + (2) = 11 Success
    Reveal Dwarven Earthbreaker, cannot fail combat 8

    Smiting the Boar, Amiri takes a moment to use one of the scrolls.
    Cast Charm Person (banished) to draw Grizzled Mercenary.
    Discard Merc to explore

    Explore Bridge 6 card 4: Troubadour
    Troubador is banished by the Merc - he's very toxic.

    Annoyed by the Merc's attitude, Amiri decides to hold onto her blessings and rest for a bit.
    Discard Poison Blast and Strength, but no draw, no fast move, just checking for bridge collapse.
    Still Stable?: 1d10 ⇒ 8 Crackathoom! It all comes tumbling down.

    Lose a trio of minor allies, leaving Giant Gecko and Battered Chest at the bridge (Amiri can handle both next turn if others don't, so Seoni can get her Mindscape back).

    Amiri wrote:

    Hand: Silken Ceremonial Armor, Ring of Stony Flesh, Dwarven Earthbreaker, Blessing of Achaekek, Blessing of the Gods,

    Displayed: Orange War Paint, Four-Mirror Armor,
    Deck: 9 Discard: 11 Buried: 1
    Notes: Blessings are available.
    Die bumps & rerolls: No bumps or 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.


    Deck Handler

    Bekah's turn
    Seoni gets healed, and 1d18 ⇒ 8 a Guide is shuffled into her deck.
    Amiri's turn
    Seoni casts Create Mindscape to help Amiri.

    Move Step
    Seoni finds no friendlier place than in the middle of her own mindscape. Something about being surrounded by giant pictures of her own face that makes her feel right at home. She goes to Collapsing Bridge 6. There, she also casts Safety Bubble.
    Seoni also asks Alaeron to rescue Rodrick. He is recharged.

    First Explore
    1=Gecko, 2=B. Chest: 1d2 ⇒ 2
    Seoni comes across a Battered Chest. You would think that after failing to pick the last lock, she would recognize that this would be better done with tools, but nope.
    Dexterity 10: 1d8 + 3 ⇒ (5) + 3 = 8
    Unable to pick it, Seoni kicks it off of the bridge.

    Seoni discards Alaeron to explore ahead.
    Second Explore
    Seoni comes across a Giant Gecko. A quick Scorching Ray is all that is needed to burn the gecko to a crisp.

    With nothing left in the location, Seoni attempts to close the location. It really hurts, dealing 4 Combat damage to her. Fortunately, there's a Safety Bubble at the location, protecting her from 1d4 ⇒ 3 of that damage. She discards the Blessing of Pharasma for the remaining damage, and the location is closed.

    End of Turn
    Happy with what she has done in this hour, Seoni rests.

    Drawing New Cards:
    1d10 + 1d9 + 1d8 + 1d7 + 1d6 + 1d5 ⇒ (4) + (6) + (6) + (7) + (1) + (1) = 25

    Seoni, CB wrote:


    Cards in Hand: Cloudburst, Fire Snake, Swipe, Appleslayer, Keren Rhinn, Shaman, Magnetic Grimoire
    Cards in Deck: 4 unknown, Rodrick, Scorching Ray
    Discarded: Blessing of Pharasma, Alaeron, Archer, Archer, Lizard, Blessing of the Spellbound, Black Arrow Ranger, Zae, Blessing of the Elements, Standard Bearer, Blessing of the Spellbound, Headband of Epic Intelligence, Sage, Blessing of the Spellbound, Night Watch, Standard Bearer, Guide, Night Watch, Buried: Conna the Wise
    Displayed:
    Notes: Swipe: Reduce a Combat difficulty by 3, MG: +1d4 on local elemental check, if 3 or more of us are at the same location, use Shaman.

    Powers:

    Skills
    Strength d4 ☐+1
    Dexterity d8 ☑+1 ☑+2 ☑+3
    Constitution d6 ☐+1 ☐+2
    Intelligence d6 ☑+1 ☐+2 ☐+3
    Wisdom d6 ☑+1 ☑+2
    Charisma d12 ☑+1 ☑+2 ☑+3 ☑+4
    Arcane Charisma +2
    Diplomacy Charisma +2
    Powers
    Hand Size 6 ☑ 7
    For your combat check, you may discard a card to roll your Arcane die + 1d6 (☑+1) (☐+2) (☐+3) (☐+4) with the Fire (☑ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.
    You automatically succeed at your check to recharge a spell (☑ or item) with the Arcane trait.
    ☑ If you would fail a check by 1, you may bury a card to succeed.
    ☐ Reduce Fire (☐ and Electricity) damage dealt to you by 1 (☐ 2).
    ☑ When you play Blessing of Pharasma, add d12 instead of the normal die.


    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

  • 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.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Bridges: 7
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    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 3
    Spoiler:
    Grazuul
    Monster 3

    Traits
    Giant
    Troll
    Aquatic
    Fighter

    Check
    Combat
    16

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

    Monster 4
    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 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Shopkeeper's Daughter
    Barrier 1

    Traits
    Obstacle
    Human
    Basic

    Check
    Wisdom
    8

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

    Barrier 2
    Spoiler:
    Invasion Plans
    Barrier 4

    Traits
    Cache

    Check
    Wisdom
    Survival
    13

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

    Barrier 3
    Spoiler:
    Circles of Binding
    Barrier 4

    Traits
    Obstacle

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
    If you did not find a monster, banish this card.

    Barrier 4
    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 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:
    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 2
    Spoiler:
    Greataxe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    2-Handed

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3
    Spoiler:
    Longbow +1
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    9

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

    Weapon 4
    Spoiler:
    Light Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Weapon 5
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Teleport
    Spell 4

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    12

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

    Spell 2
    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 3
    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 4
    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 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 2
    Spoiler:
    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.

    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:
    Elven Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Random Items:
    Item 1
    Spoiler:
    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 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:
    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:
    Potion of Gracefulness
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    6

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

    Item 5
    Spoiler:
    Amulet of Fiery Fists
    Item 4

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    7
    OR
    Intelligence
    Arcane
    9

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

    Random Allies:
    Ally 1
    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 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:
    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 4
    Spoiler:
    Eagle
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    9

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

    Ally 5
    Spoiler:
    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.

    Random Blessings:
    Blessing 1
    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.

    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 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.

    Blessing 4
    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 5
    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.

    Turn: 24 Zarlova/Yiroep

    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: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 25 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 2 (Turn 26 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 3 (Turn 27 Seoni)
    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 28 Zarlova)
    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 5 (Turn 29 Bekah)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 30 Amiri)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 7 (Turn 31 Seoni)
    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 32 Zarlova)
    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 9 (Turn 33 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 34 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 11 (Turn 35 Seoni)
    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 36 Zarlova)
    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 37 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 14 (Turn 38 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 39 Seoni)
    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 16 (Turn 40 Zarlova)
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 41 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 18 (Turn 42 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 19 (Turn 43 Seoni)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Blessings Deck Card 20 (Turn 44 Zarlova)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Blessings Deck Card 21 (Turn 45 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 22 (Turn 46 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 23 (Turn 47 Seoni)
    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 24 (Turn 48 Zarlova)
    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 49 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 26 (Turn 50 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 27 (Turn 51 Seoni)
    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 52 Zarlova)
    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.

    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:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
    Notes:

    Collapsing Bridge Card 1 - Zombie Horde:
    Zombie Horde
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Elite

    Check
    None

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

    Collapsing Bridge Card 2 - Skinsaw Ritual:
    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.

    Collapsing Bridge Card 3 - Standard Bearer:
    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 Card 4:
    Velociraptor
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    14

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

    Collapsing Bridge 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 Card 6:
    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.

    Collapsing Bridge Card 7:
    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 2
    At This Location:
    When Closing:
    When Permanently Closed:
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
    Closed
    Located here: Bekah (Old), Zarlova (Old),
    Notes:

    Collapsing Bridge 2 Card 1:
    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 2 Card 2:
    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.

    Collapsing Bridge 2 Card 3:
    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.

    Collapsing Bridge 2 Card 4:
    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 5:
    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.

    Collapsing Bridge 2 Card 6:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

    Powers
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Collapsing Bridge 2 Card 7:
    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 2 Card 8:
    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 2 Card 9:
    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.

    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:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Notes: Trapped Passageway, Locked Passage

    Collapsing Bridge 3 Card 1:
    Trapped Passageway
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    Dexterity
    Acrobatics
    9

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

    Collapsing Bridge 3 Card 2:
    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.

    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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Notes:

    Collapsing Bridge 5 Card 1 - Goblin Pyro:
    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:
    When Closing:
    When Permanently Closed:
    M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:0
    Closed
    Located here: Amiri (Old), Seoni (Old)
    Notes:

    Collapsing Bridge 6 Card 1:
    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 6 Card 2:
    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.

    Collapsing Bridge 6 Card 3:
    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.

    Collapsing Bridge 6 Card 4:
    Trapped Passageway
    Barrier B

    Traits
    Trap
    Basic

    Check
    Wisdom
    Perception
    Dexterity
    Acrobatics
    9

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

    Collapsing Bridge 6 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 6 Card 6:
    Vale Temros
    Ally 3

    Traits
    Human
    Ranger

    Check
    Strength
    Melee
    8
    OR
    Charisma
    Diplomacy
    6

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

    Collapsing Bridge 6 Card 7:
    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.

    Collapsing Bridge 6 Card 8:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Collapsing Bridge 6 Card 9:
    Ameiko Kaijitsu
    Ally 1

    Traits
    Human
    Bard
    Rogue

    Check
    Charisma
    Diplomacy
    7

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


  • Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

    Divine 8 (Find Traps Recharge): 1d8 + 7 ⇒ (5) + 7 = 12

    Zarlova puts her Eagle on top of her deck to examine Card 1 of Collapsing Bridge 6. It's a Trapped Spellbook!

    Zarlova heads over to Collapsing Bridge 6.

    Collapsing Bridge 6 Card 1: Explore
    She sees the Trapped Spellbook and is excited about it. (Won't reveal Evangelist in case I can use my Cleric to get +2 afterwards)
    Divine 15: 1d10 + 7 ⇒ (8) + 7 = 15
    She gets some spells!
    Spells!: 1d4 ⇒ 3
    She gets Teleport, Raise Dead, and Guidance.

    Collapsing Bridge 6 Card 2: Explore
    Zarlova discards her Cleric of Nethys to keep going. It's a Monkey! She reveals her Evangelist.
    Wisdom 9: 1d10 + 4 + 1 ⇒ (5) + 4 + 1 = 10 - Success

    Collapsing Bridge 6 Card 3: Explore
    She discards the Monkey to keep going. It's a Pyromaniac Mage. She reveals her Evangelist.
    Arcane 13: 1d10 + 3 + 1 ⇒ (6) + 3 + 1 = 10 - Failure

    She ends her turn, satisfied.

    Zarlova wrote:

    Hand: Helm of Electric Radiance, Evangelist, Death's Touch, Teleport, Raise Dead, Guidance, Eagle,

    Displayed:
    Deck: 16 Discard: 7 Buried: 0
    Notes: Teleport: Can cast to move myself and any number of willing creatures at my location to any location, ignoring any movement restrictions; Raise Dead: If you're dead, can revive you; Guidance: Add 1 to any check;
    Sideboard cards:

    Cards 1 & 3 of Collapsing Bridge 6 Banished

    First 3 random spell cards from box Acquired
    Card 2 of Collapsing Bridge 6 Acquired

    Scarab Sages

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

    Under the watchful (and boring) eyes of the Gods, Bekah moves to the "new" bridge 2.

    She makes friends (auto-acquire) with a Troubadour, only to find him quite boring and sending him off to get killed...

    She meets another Guard, they seem to come in droves around here.

    Discard Blessing of Erastil to explore card 3.

    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.[/dice]

    Recharge Humanbane Crossbow for BP to autosucceed.

    Explore again as per pit card.

    Another Merchant...

    Diplomacy 7: 1d8 + 4 ⇒ (6) + 4 = 10

    Acquire, discard to explore again, card 5

    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.

    Fail and banish.

    Discard Dragoon to explore again.

    Ghost

    Reveal Rapier +3

    combat 12: 1d8 + 5 + 2d4 + 3 ⇒ (1) + 5 + (3, 4) + 3 = 16

    Discard Duelist to explore again.

    Encounter Shalelu Andosana

    Autoacquire.

    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.

    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.

    Discard to encounter it.

    Diplomacy 13: 1d8 + 6 ⇒ (7) + 6 = 13

    Acquire, discard to explore again.

    [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.[/spolier]

    Pause to consult.

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