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

Game Master MorkXII


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Hand | Deck

At the start of the next turn, I'll play Channel the Gift to grab Coordinated Blast from my deck.
Heal (recharge): Death's Touch
Arcane 14: 1d10 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Failed
Channel the Gift discarded

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: Cloudburst(4), Coordinated Blast(3), Eagle Aerie(5), Twisted Space(2), Magnetic Grimoire(4), Chronicler(B), Blessing of Sivanah(1)
Deck: 8 Discard: 5 Buried: 0 Displayed: 0
Notes: Reroll: Used, Die Bumps: 0
Coordinated Blast: Add 1d10+3 to your check to defeat something.

Scarab Sages

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

Abadar says hi!

Bekah has been told there is an Acolyte nearby and she easily chats him up enough to explore further for her.

Aquire then discard Blessing of Erastil to explore again.

Roc:

Monster 4
Traits
Animal

Check
Combat
17

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

Reveal Keen Rapier +3, recharge Whip of Centipedes for BP

Combat 17: 1d8 + 5 + 2d4 + 3 + 1d4 + 3 ⇒ (2) + 5 + (1, 1) + 3 + (3) + 3 = 18

Wow, it's been a "skin of my teeth" kind of day, hasn't it?
Success, and not by too much!

Attempt to lose location, recharge Major Cure for BP

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

Reveal Silken Ceremonial Armor to avoid the electricity damage to close the 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: CONTINUING THE SCENARIO

  • If you complete the scenario with time to spare, after rebuilding your decks, put the location cards and all of the cards from the location decks back in the box. Summon and build the location Scorched Obelisk (do not add a villain or henchmen). Return the blessings deck and discard pile to the box, then create a new 10-card blessings deck. If you close the location, report one success to the Overseer GM. Repeat until the Overseer GM announces the end of Part 3.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Obelisks: 1
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Scout
    Monster B

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    8

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

    Monster 3
    Spoiler:
    Bunyip
    Monster B

    Traits
    Bunyip
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    Damage dealt by the Bunyip may not be reduced.

    Monster 4
    Spoiler:
    Harpy
    Monster 4

    Traits
    Harpy

    Check
    Combat
    14

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

    Monster 5
    Spoiler:
    Hill Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    15

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Reduction Field
    Barrier 4

    Traits
    Trap
    Magic
    Arcane

    Check
    Constitution
    Fortitude
    Dexterity
    Disable
    13

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

    Barrier 2
    Spoiler:
    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 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:
    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 5
    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.

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

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 2
    Spoiler:
    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 3
    Spoiler:
    Dogslicer +1
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Magic

    Check
    Strength
    Melee
    9

    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 1, count it as a 3, then discard this card.

    Weapon 4
    Spoiler:
    Vicious Trident +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 5
    Spoiler:
    Longsword +1
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    9

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

    Random Spells:
    Spell 1
    Spoiler:
    Levitate
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

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

    Spell 2
    Spoiler:
    Teleport
    Spell 4

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    12

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

    Spell 3
    Spoiler:
    Fiery Weapon
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 4
    Spoiler:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

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

    Spell 5
    Spoiler:
    Mending
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    2

    Powers
    Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

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

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

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

    Armor 2
    Spoiler:
    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 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:
    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 5
    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.

    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:
    Mattock
    Item B

    Traits
    Tool
    Basic

    Check
    Strength
    Melee
    6

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

    Item 3
    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 4
    Spoiler:
    Headband of Alluring Charisma
    Item 3

    Traits
    Accessory
    Magic

    Check
    Charisma
    5

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

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Ameiko Kaijitsu
    Ally 1

    Traits
    Human
    Bard
    Rogue

    Check
    Charisma
    Diplomacy
    7

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

    Ally 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:
    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:
    Sage
    Ally B

    Traits
    Human
    Sage
    Basic

    Check
    Wisdom
    7
    OR
    Charisma
    Diplomacy
    6

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

    Ally 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 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 the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of 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: 1 Amiri/Iceman

    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: 9
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 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 2 (Turn 3 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 3 (Turn 4 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 4 (Turn 5 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 5 (Turn 6 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 7 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 8 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 8 (Turn 9 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 10 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.

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

    Scorched Obelisk Card 1:
    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.

    Scorched Obelisk Card 2:
    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.

    Scorched Obelisk Card 3:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

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

    Scorched Obelisk 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.

    Scorched Obelisk Card 5:
    Arrow Catching Studded Leather
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.
    Recharge this card to reduce Ranged Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Scorched Obelisk Card 7:
    Sneak
    Monster B

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9

    Powers
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Scorched Obelisk Card 8:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Scorched Obelisk Card 9:
    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.

    Scorched Obelisk Card 10:
    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.


  • Hand | Deck
    Enora wrote:

    Skills and Powers:
    Skills

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

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

    Hand: Channel the Gift(4), Cloudburst(4), Eagle Aerie(5), Fly(2), Twisted Space(2), Codex of Conversations(4), Spellbook(B)
    Deck: 13 Discard: 0 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0


    No time to be fancy:

    Card 1: Longspear
    Acquire and recharge to go again.

    Card 2: Ogre
    Use Pillaging Mace
    Combat 14: 1d12 + 5 + 1d8 + 1 ⇒ (11) + 5 + (7) + 1 = 24 Way overkill
    Take 1d4 ⇒ 4 Electricity damage, bury armor.

    Examine card 3 with Mace: Zombie
    Discard Quartermaster to explore
    Combat 9: 1d12 + 5 ⇒ (12) + 5 = 17 Even just punching overkills!
    Take 1d4 ⇒ 1 Electricity damage, discard Mace.

    Draw 3, done.

    Amiri wrote:

    Hand: Crowbar, Jorgenfist Spear, Blessing of the Gods, Mountaneer,

    Displayed: Orange War Paint,
    Deck: 14 Discard: 2 Buried: 1
    Notes: Have the blessing and the Mountaineer (2d8 to any survival check)
    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 (Unstoppable Force):
    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 ([x] or top three cards) 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.

    Scarab Sages

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

    Hand: Life Leech, Celestial Crossbow +3, Blessing of Abadar, Dragoon, Reflecting Buckler, Cure,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Notes: Re-roll not used. Playmats available for all.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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


    Yoon, Firestarter wrote:

    Hand: Valet, Forensic Physician, Adamantine Sai +2, Blessing of Urgathoa, Blessing of Norgorber, Chest of Keeping, Blessing of Yaezhing,

    Displayed:
    Deck: 15 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, under the Blessing of Torag

    Play Chest of Keeping.
    Free Exploration - Card #4: Skinsaw Ritual
    Sai for combat. Discard Urgathoa for +1 die.
    Check to Defeat - Combat 11/15: 2d8 + 4 + 1d4 + 2 ⇒ (2, 3) + 4 + (1) + 2 = 12 - Defeated, no overkill. Everybody else needs to fight a cultist as well.

    Discard Valet to explore - Card #5: Arrow Catching Studded Leather
    Check to Acquire - Fortitude 7: 1d10 + 5 + 1d6 ⇒ (3) + 5 + (3) = 11 - Acquired

    Discard Forensic Physician to explore - Card #7: Sneak
    Forensic Physician - Heal: 1d2 ⇒ 1 - Blessing of Urgathoa shuffled.
    BYA - Wisdom 8: 1d4 ⇒ 4 - Failed. Discard Arrow Catching Studded Leather.
    Sai for combat
    Check to Defeat - Combat 9/13: 1d8 + 4 + 1d4 + 2 ⇒ (3) + 4 + (1) + 2 = 10 - Defeated, no overkill.

    Draw 4 to reset my hand.

    Yoon, Firestarter wrote:

    Hand: Adamantine Sai +2, Blessing of Norgorber, Blessing of Yaezhing, Ring of Regeneration, Nexian Channeler, Blessing of Angradd, Ring of Serene Contortion,

    Displayed: Chest of Keeping,
    Deck: 12 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.


    Just punch
    Combat 11: 1d12 + 5 ⇒ (7) + 5 = 12 A fine success

    Scarab Sages

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

    Cultist

    Recharge Dragoon and use Strength

    combat 11: 3d6 ⇒ (2, 2, 3) = 7

    Shirt reroll on one of the 2s

    Reroll: 1d6 ⇒ 6

    YES!!!


    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: CONTINUING THE SCENARIO

  • If you complete the scenario with time to spare, after rebuilding your decks, put the location cards and all of the cards from the location decks back in the box. Summon and build the location Scorched Obelisk (do not add a villain or henchmen). Return the blessings deck and discard pile to the box, then create a new 10-card blessings deck. If you close the location, report one success to the Overseer GM. Repeat until the Overseer GM announces the end of Part 3.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Obelisks: 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:
    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 3
    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 4
    Spoiler:
    Roc
    Monster 4

    Traits
    Animal

    Check
    Combat
    17

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

    Monster 5
    Spoiler:
    Giant 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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Ranger Stash
    Barrier 3

    Traits
    Cache
    Lock

    Check
    Dexterity
    Disable
    12

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

    Barrier 2
    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 3
    Spoiler:
    Collapsed Ceiling
    Barrier B

    Traits
    Obstacle
    Veteran
    Elite

    Check
    Dexterity
    Acrobatics
    Constitution
    Fortitude
    8

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

    Barrier 4
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 5
    Spoiler:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Acidic Sling +3
    Weapon 5

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Weapon 2
    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 3
    Spoiler:
    Venomous Dagger +2
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    11

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

    Weapon 4
    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 5
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Acid Arrow
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Acid
    Elite

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 3
    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 4
    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 5
    Spoiler:
    Poison Blast
    Spell 4

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    12

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

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

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

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

    Random Items:
    Item 1
    Spoiler:
    Wand of Force Missile
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Elite

    Check
    Intelligence
    Arcane
    7

    Powers
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Item 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:
    Magic Spyglass
    Item 4

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Item 4
    Spoiler:
    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 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Soldier
    Ally B

    Traits
    Human
    Elite

    Check
    Strength
    Melee
    8
    OR
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    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.

    Ally 3
    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 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:
    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.

    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 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 3
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of 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 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: 3 Enora/Hawkmoon269

    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: 7
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 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 5 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 6 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 4 (Turn 7 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 5 (Turn 8 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 9 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 10 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.

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

    Scorched Obelisk Card 2:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Scorched Obelisk Card 3:
    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.

    Scorched Obelisk Card 4:
    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.


  • Skinsaw Cultist:
    Skinsaw Cultist
    Henchman Monster 2

    Traits
    Human
    Cultist

    Check
    Combat
    11

    Powers
    If undefeated, shuffle to top card of the blessings deck into this location deck.
    If defeated, you may immediately attempt to close this location.


    Hand | Deck

    Twisted Space to evade Skinsaw Cultist
    Spellbook
    Arcane 10: 1d10 + 2 + 1 + 1d4 ⇒ (6) + 2 + 1 + (1) = 10
    Recharged

    Free exploration: Blessing of the Gods
    Acquired

    Discard Blessing of the Gods to explore: Circles of Binding
    Spellbook
    Arcane 13: 1d10 + 2 + 1 + 1d4 ⇒ (7) + 2 + 1 + (4) = 14
    Defeated

    Fly to examine the last card: Vale Temros
    Spellbook
    Arcane 10: 1d10 + 2 + 1 + 1d4 ⇒ (5) + 2 + 1 + (2) = 10
    Recharged

    Display Eagle Aerie
    Channel the Gift to get Create Mindscape
    Arcane 14: 1d10 + 2 + 1 + 1d4 ⇒ (5) + 2 + 1 + (2) = 10
    Discarded

    Display Create Mindscape at the location.
    Heal (recharge): Channel the Gift

    Ending my turn.
    Discard my hand.

    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), Twisted Space(2), Chronicler(B), Ice Chemist(4), Blessing of Nethys(2), Blessing of the Qi Zhong(3)
    Deck: 7 Discard: 5 Buried: 0 Displayed: 2
    Notes: Reroll: Not Used, Die Bumps: 0

    Scarab Sages

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

    I auto acquire Vale Temeros.

    Play Blessing of Abadar, Recharge Cure for BP.

    Close, Fort 9: 2d8 + 2 + 1d4 + 3 ⇒ (3, 1) + 2 + (2) + 3 = 11

    then I reveal the Reflecting Buckler to prevent the closing damage.

    Done.


    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: CONTINUING THE SCENARIO

  • If you complete the scenario with time to spare, after rebuilding your decks, put the location cards and all of the cards from the location decks back in the box. Summon and build the location Scorched Obelisk (do not add a villain or henchmen). Return the blessings deck and discard pile to the box, then create a new 10-card blessings deck. If you close the location, report one success to the Overseer GM. Repeat until the Overseer GM announces the end of Part 3.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Closed Obelisks: 1
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Monster 2
    Spoiler:
    Hill Giant
    Monster B

    Traits
    Giant

    Check
    Combat
    15

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

    Monster 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:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

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

    Monster 5
    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.

    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:
    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.

    Barrier 3
    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 4
    Spoiler:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

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

    Barrier 5
    Spoiler:
    Trapped Spellbook
    Barrier 5

    Traits
    Cache
    Trap
    Arcane

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    15

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Flaming Mace +1
    Weapon B

    Traits
    Mace
    Melee
    Bludgenoning
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 2
    Spoiler:
    Spiked Chain
    Weapon B

    Traits
    Chain
    Melee
    Piercing
    Finesse

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Weapon 3
    Spoiler:
    Light Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.
    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:
    Longsword +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 5
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Acid Arrow
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Acid
    Elite

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 2
    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 3
    Spoiler:
    Fiery Weapon
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 4
    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 5
    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.

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

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Armor 2
    Spoiler:
    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 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:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Random Items:
    Item 1
    Spoiler:
    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:
    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 3
    Spoiler:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

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

    Item 4
    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 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:
    Standard Bearer
    Ally B

    Traits
    Human
    Basic

    Check
    Constitution
    7
    OR
    Charisma
    Diplomacy
    6

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

    Ally 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:
    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:
    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 5
    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.

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

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 5
    Spoiler:
    Blessing of Irori
    Blessing B

    Traits
    Divine
    Irori

    Check
    Intelligence
    4
    OR
    Divine
    5

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

    Turn: 1 Amiri/Iceman

    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: 9
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 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 2 (Turn 3 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 3 (Turn 4 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 4 (Turn 5 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 5 (Turn 6 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 6 (Turn 7 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 7 (Turn 8 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 8 (Turn 9 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 10 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.

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

    Scorched Obelisk Card 1:
    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.

    Scorched Obelisk 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.

    Scorched Obelisk Card 3:
    Sheriff Hemlock
    Ally B

    Traits
    Human
    Warrior

    Check
    Charisma
    Diplomacy
    8

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

    Scorched Obelisk Card 5:
    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.

    Scorched Obelisk Card 6:
    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.

    Scorched Obelisk Card 7:
    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.

    Scorched Obelisk Card 8:
    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.

    Scorched Obelisk Card 9:
    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.

    Scorched Obelisk Card 10:
    Zombie Giant
    Monster B

    Traits
    Undead
    Zombie

    Check
    Combat
    13

    Powers
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.


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

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

    We have 74 out of 90 clues!


    Hand | Deck
    Enora wrote:

    Skills and Powers:
    Skills

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

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

    Hand: Eagle Aerie(5), Binder's Tome(1), Spellbook(B), Chronicler(B), Blessing of Nethys(2), Blessing of Sivanah(1), Blessing of the Qi Zhong(3)
    Deck: 14 Discard: 0 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0


    Yoon, Firestarter wrote:

    Hand: Sign of the Rider, Blessing of Abadar, Forensic Physician, Wayfinder, Cleric of Nethys, Nexian Channeler, Adamantine Sai +2,

    Displayed:
    Deck: 15 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.


    Amiri wrote:

    Hand: Shieldsplitter Lance, Dwarven Earthbreaker, Greatclub +3, Blessing of Abadar,

    Displayed: Orange War Paint,
    Deck: 16 Discard: 0 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 (Unstoppable Force):
    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 ([x] or top three cards) 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.

    Card 1: Longbow +1
    Cannot succeed. Banish.

    Discard blessing to explore
    Card 2: Trapped Spellbook
    Bury Greatclub for rage, draw a card (Scales of Remembrance), recharge scales for +6
    Wisdom 15: 1d6 + 1 + 1d10 + 1d6 + 6 ⇒ (4) + 1 + (8) + (6) + 6 = 25 Overkill again
    Take 1d4 ⇒ 2 electricity damage, discard both weapons

    Use unstoppable force to examine next three cards, move the ally and armor to the bottom of the deck, face the Carrionstorm (no penalty for failure at this point).
    Combat 12: 1d12 + 5 ⇒ (9) + 5 = 14 The dice remain hot!

    Draw 5, end turn.

    Amiri wrote:

    Hand: Blessing of the Gods, Quartermaster, Jorgenfist Spear, Pit Gladiator,

    Displayed: Orange War Paint, Four-Mirror Armor,
    Deck: 12 Discard: 3 Buried: 1
    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 (Unstoppable Force):
    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 ([x] or top three cards) 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 2, under the Blessing of the Gods

    Free Exploration - Card #7: Zombie Nest
    Summon Zombie Minion. Reveal Sai for combat.
    Check to Defeat - Combat 9/13: 1d8 + 4 + 1d4 + 2 ⇒ (7) + 4 + (4) + 2 = 17 - Defeated, with overkill
    Overkill - Electricity Damage: 1d4 ⇒ 1 - Discard Wayfinder for damage.

    Everybody else needs to defeat a Zombie Minion or the nest is undefeated and will be shuffled back in. Which will effect the rest of my turn, so I'll need to pause now for people to do that.


    Hand | Deck

    Snowball (Spellbook)
    Combat 9: 1d10 + 2 + 2d6 ⇒ (5) + 2 + (1, 2) = 10
    Success
    Defeated


    First, my 1d4 ⇒ 2 spells from the trapped spellbook.
    Acid Arrow and Mass Cure

    Second, punching the Zombie
    Combat 9: 1d12 + 5 ⇒ (4) + 5 = 9 On the nose.

    Scarab Sages

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

    Bekah recharges her Spirit Sword to beat the Zombie.


    Barrier defeated, Yoon continues...

    Discard Cleric of Nethys to examine the next two cards and explore. Card #8: Blessing of Gorum; Card #9: Goblin Warchanter. Place the Warchanter on top and explore.
    BYA - Wisdom 8: 1d4 ⇒ 2 - Failed, no weapons.
    Reshuffle Sign of the Rider to add fortitude.
    Check to Defeat - Combat 8/12: 1d6 + 1d10 + 5 ⇒ (3) + (2) + 5 = 10 - Defeated, no overkill.

    Discard Forensic Physician to explore - Card #8: Blessing of Gorum.
    Forensic Physician - Heal 1: 1d2 ⇒ 1 - Wayfinder is shuffled into deck from discard.
    Check to Acquire - Strength 4: 1d6 ⇒ 4 - Success, acquired.

    Discard Nexian Channeler to explore - Card #10: Zombie Giant
    Reveal Sai for combat. Discard Blessing of Gorum to add 1 die.
    Check to Defeat - Combat 13/17: 2d8 + 4 + 1d4 + 2 ⇒ (4, 1) + 4 + (4) + 2 = 15 - Defeated, no overkill.

    Discard Blessing of Abadar to explore - Card #3: Sheriff Hemlock
    Recharge Sai to add +1d10 Charisma
    Check to Acquire - Charisma 8: 1d8 + 1d10 ⇒ (6) + (4) = 10 - Acquired.

    Discard Sheriff Hemlock to explore - Card #5: Magic Studded Leather
    Check to Acquire - Fortitude 5: 1d10 + 5 ⇒ (6) + 5 = 11 - Acquired.
    Location is empty, attempt to close. Amiri discards Blessing of the Gods.
    Check to Close - Fortitude 9: 2d10 + 5 ⇒ (3, 3) + 5 = 11 - Closed, scenario over.


    Sorrina Westyr’s image manifests to the Pathfinders, standing before a floating metallic cube scribed with countless shifting glyphs. “We have done it! Now how to open this—”

    A great crack interrupts the Master of Spell’s musings, as an immense three-eyed giant with skin like hewn stone steps through a tear in space, with an army pouring out past her. The giant bellows so that all can hear. “I acknowledge your strength, little ones, for you have angered my benefactor enough to send me. I and my warriors, the Daemon Prayers, honor it with unyielding death. Seize the Vault! Slay them all!”

    Sorrina Westyr urgently pipes in. “We just need a few more minutes to secure our prize and escape. Hold them off as long as you can!”

    Table GMs, begin the final encounters.

    Scarab Sages

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

    Thanks all. This was my best experience with play by post thus far.


    Yeah, thanks Mark, and thanks everyone else.

    This was my first pbp experience and I enjoyed it a lot. Will be looking for more opportunities in the future.


    Pathfinders push back the extraplanar mercenaries, which flee the Society's ferocious counterattack. The few remaining elementals fight to the last but quickly crumble under the assault. With the path back to the surface clear, Sorrina Westyr leads the way up to the portals, while Drandle Dreng organizes a quick head count, and begins ushering groups of agents back to Golarion.

    Sorrina Westyr is among the last to step back onto the Isle of Kortos, carrying a beautiful, fist-sized opal that seems to glow with countless colors. Overhead, the once-radiant Aucturn's Tear gradually fades in brightness until it's imperceptible against the night sky.

    The Master of Spells holds the immense gem aloft and speaks to the gathered agents. “We have accomplished a marvel today. I hold here an artifact in which dwells a powerful air spirit called Ranginori. Many ages ago, the Elemental Planes existed in balance, forces of good and evil locked in equilibrium. The elemental lords we know of today united against their benign counterparts, and claimed sole dominion. Scholars have speculated on the fates of the defeated, but no longer!”

    A few scattered cheers well up from some of the more elementally inclined Pathfinders. Sorrina smiles at them indulgently, and continues.

    “It will take time to confirm the outsider trapped within this opal is who he claims to be.” She starts for a moment, as if in response to a comment only she can hear, then looks up to the gemstone apologetically and adds, “Professional caution and courtesy, you understand.” She then looks back to the Pathfinders and continues. “If that's true, though, we now hold the essence of the lost lord of air, Ranginori, Duke of Thunder!”

    At this, a wind whips around Sorrina, and she laughs.

    “If we can free this being, imagine the history he can share with the Society, the good that might be accomplished. I cannot even begin to speculate on the ramifications for the Elemental Planes…and as word of our accomplishment spreads, there will be many thinking these same thoughts, and not with charitable intent toward us. We must be very cautious in the coming months I fear, and not least in verifying the truth of what we hold.”

    “Fortunately, thanks to your efforts this evening, we have crippled key allies and armies of the elemental lords who opposed us. It speaks volumes of what the Society has accomplished in the past decade that I can sincerely state you defied demigods and emerged triumphant! It has been my privilege to have been part of that effort.”

    Then Drandle Dreng totters forward, weaving and swaying as if still trying to adjust back to Golarian’s gravity. “We traveled to the stars, and showed those sanctimonious sycophants just what the Society can do!” Then he scratches his shaggy chin, muttering to himself. “Heh. Pathfinders in the Stars. Starry Pathfinders? Starfinders? Starfinder Society! Heh. That’s catchy... I’ll have to remember that.”

    ____

    Huge thanks to all of the GM's, BR's, and players that made this go off successfully! This Special is by far one of the more difficult to organize for all of them and it went off spectacularly.

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