[ACG][RetroCon 2019] Hawkmoon269's Cosmic Captive Tier 5 (Inactive)

Game Master Hawkmoon269

See success progress here.
Aucturn's Tear visual


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This will be the gameplay thread.


  For weeks the astronomers of the Inner Sea region have been abuzz. Millennia ago, the twin planets Damiar and Iovo exploded, creating an asteroid belt known as the Diaspora. A few of those asteroids orbit the sun more erratically, and one of the more famous of these is called Aucturn’s Tear, which flies through the solar system every 56 years like clockwork. For some reason, the asteroid has flared to life in the night sky, as though releasing vast quantities of gas.
  Most would be content to just watch the asteroid and wonder—but not the Pathfinder Society. Agents have been furiously preparing for some kind of expedition that involves portals. Could it be that as Aucturn’s Tear travels overhead tonight, a mystic doorway to a hidden treasure might open? Perhaps that’s why so many agents have gathered around the Spire of Nex, a towering siege fortress rumored to contain untold magical power. Perhaps the Master of Spells Sorrina Westyr will make an announcement soon.

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


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

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

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


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

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

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

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

Location #3: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ? :0

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

Location #5: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ? :0

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


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

Zarlova starts at the Woods.

Zarlova wrote:

Hand: Evangelist, Death's Touch, Blessing of Pharasma, Blessing of Milani, Sand Elemental, Magnetic Grimoire, Eagle Aerie,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Notes: Blessing of Pharasma: +2 dice if spell was played on check; Blessing of Milani: +2 dice to noncombat dex/wis check; Sand Elemental: Can recharge to reduce Cold or Fire to any character at any location to 0; Magnetic Grimoire: At my location, when a check invokes the Acid, Cold, Electricity, Fire, or Poison trait, reveal this to add 1d4 to the check;
Sideboard cards:

Skills and Powers:
SKILLS

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

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


Deck Handler

Seoni, Celestial Beacon starts in the Great Stone Bridge
I have the best Dex in the party I think - but I'll still need a blessing to have a good chance at succeeding at the closing. It also has two allies and I'm good at getting those.

Seoni, CB wrote:


Cards in Hand: Cloudburst, Blessing of the Spellbound, Blessing of Pharasma, Alaeron, Appleslayer, Fire Snake, Magnetic Grimoire
Cards in Deck: 12 unknown
Discarded: 0, Buried: 0
Notes: BotS: Recharge on Arcane or Divine checks, BoP: 2 dice on Spells, MG: Reveal for 1d4 on local check w/ elemental trait, Alaeron: Discard for +1d6 Fire or Poison to a local combat check

Skills and Powers:

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

Dice for Deck Order:

1d19 + 1d18 + 1d17 + 1d16 + 1d15 + 1d14 + 1d13 ⇒ (2) + (17) + (14) + (10) + (10) + (3) + (5) = 61


Grazzle will start at the Canyon.

Grazzle wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10 +1
Craft +1
Survival +2
CHARISMA d8 +4
Divine +3

Powers
HAND SIZE 6 ☑7 ☐ 8
PROFICIENT WITH Light Armors
You automatically succed at your check to recharge a spell (☐ and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. (☐ If any of those cards have the Divine trait, you mya recharge a random card (☐ or 2 random cards) from your discard pile.) Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☑ 1 plus) twice the number of cards you discarded.
☑ Add 2 (☐ 4) to your check that invokes the Attack trait.
☑ You may recharge a card that has the Divine trait to examine the top card (☑ or top 2 cards) of a location deck at any occupied location (☐ and during this examination, you may ignore any powers on the examined card).
☐ When you would bury or discard an armor for its power, you may recharge it instead.
☐ When you would discard or bury a card to examine a location deck, you may recharge it instead.

Favored Card Type: Spell
Weapon 1 ☐ 2
Spell 6 ☑ 7 ☑ 8
Armor 2 ☐ 3 ☐ 4
Item 1 ☐ 2 ☐ 3
Ally 1 ☐ 2
Blessing 4 ☑ 5 ☑ 6

Hand: Channel the Gift, Cloudburst, Volcanic Storm, Hide Armor, Shield Cloak, Blessing of Qi Zhong, Blessing of the Gods
Displayed: 0
Deck: 12 Discard: 0 Buried: 0
Notes: Shirt reroll not used in 8-00A.
Channel the Gift:
Channel the Gift
Spell 4

Traits
Magic
Arcane
Divine

Powers
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

Blessing of Qi Zhong:
Blessing of Qi Zhong
Blessing 3

Traits
Divine
Qi Zhong
Healing

Powers
Discard this card to add 1 die to any check.
Reveal this card to shuffle a random card from your discard pile into your deck, then discard this card, then explore your location.
After you play this card, if the card of the blessings discard pile lists Wisdom in its check to acquire, recharge this card instead of discarding it.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Meriseoni will start in the elemental trenches

Seoni Tattooed Mystic wrote:

Hand: Ivory Dice, Sign of wrath, Headband of alluring charisma, Bottled Lightning, Remove curse, Wand of treasure finding, Blessing of Nethys, Dominate,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+1 [X6a]+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [X3] 7 [X6] 8

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check


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

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

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

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

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

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

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

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

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

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

Begin Part 2!


  You’re among the first agents through the gate, and you practically bounce across the terrain; the gravity here is only a fraction of what it is on Golarion! Overhead, the stars shine with unfamiliar brightness, but you don’t have time to marvel at the sight. Already elemental guardians are rising from the rock itself to fight off the Pathfinders. It’s almost as though they were expecting trouble!
 Help drive them off and secure a beachhead for the expedition. After that, it looks like it’s a long climb down a massive impact crater, where the elementals have constructed fortifications. Those walls might be enough to keep out the riffraff, but it’s up to you to prove they’re no match for the Pathfinder Society!


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

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

Turn: 1, Grazzle/MorkXII

Random Cards:

Monsters
Spoiler:
Harpy
Monster 4
Traits:
Harpy
To Defeat:
Combat 14 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.

Spoiler:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10 Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

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

Spoiler:
Carrionstorm
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8 The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Spoiler:
Redcap
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12 If undefeated, shuffle the Redcap into a random open location deck.

Barriers
Spoiler:
Zombie Nest
Barrier 2
Traits:
Basic
Skirmish
Undead
Zombie
To Defeat:
None 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.

Spoiler:
Monster in the Closet
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
Wisdom
Perception 9 If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

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

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

Spoiler:
Shopkeeper's Daughter
Barrier 1
Traits:
Basic
Human
Obstacle
To Defeat:
Wisdom 8 If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.

Weapons
Spoiler:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Spoiler:
Flaming Ranseur +3
Weapon 5
Traits:
2-Handed
Magic
Melee
Polearm
Slashing To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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

Spoiler:
Greatclub +3
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Longsword +2
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 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.

Spells
Spoiler:
Augury
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Blizzard
Spell 5
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 12 Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 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.

Spoiler:
Scrying
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Bolstering Armor
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Full Plate
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 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.

Spoiler:
Goblin Plate +1
Armor P
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 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; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.


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

Items
Spoiler:
Crowbar
Item B
Traits:
Basic
Tool To Acquire:
Strength 3 Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.

Spoiler:
Bracers of Greater Protection
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom
Survival
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 3.

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

Spoiler:
Belt of Giant Strength
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.

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

Allies
Spoiler:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

Spoiler:
Shaman
Ally 5
Traits:
Cleric
Divine
Half-Orc To Acquire:
Charisma
Diplomacy 9
OR Wisdom
Divine 7 Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
Discard this card to explore your location.

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

Spoiler:
Eagle
Ally 4
Traits:
Animal To Acquire:
Wisdom
Survival 9 Place this card on top of your deck to examine the top card of a location deck.

Spoiler:
Sacred Killer
Ally 5
Traits:
Half-Orc
Rogue To Acquire:
Dexterity
Stealth 11
OR Charisma
Diplomacy 13 Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.

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

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

Spoiler:
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 27 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 28 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/MorkXII, None

Canyon Card 1:
Wyvern
Monster 4
Traits:
Dragon
To Defeat:
Combat 16 If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.

Canyon Card 2:
Goblin Raid
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Canyon Card 3:
Hand Chopper
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Canyon Card 4:
Crow
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 5 Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Canyon Card 5:
Runechill Hatchet +2
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Canyon Card 6:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Canyon Card 7:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Canyon Card 8:
Hag
Monster 3
Traits:
Hag
To Defeat:
Combat 15 Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Canyon Card 9:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Canyon Card 10:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Location #2: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Iammars, None

Great Stone Bridge Card 1:
Shining Child
Monster 4
Traits:
Outsider
To Defeat:
Combat 20 The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Great Stone Bridge Card 2:
Vale Temros
Ally 3
Traits:
Human
Ranger To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 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.

Great Stone Bridge Card 3:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Great Stone Bridge Card 4:
Potion of Gracefulness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.

Great Stone Bridge Card 5:
Grizzled Mercenary
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Great Stone Bridge Card 6:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.

Great Stone Bridge Card 7:
Ranger Stash
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.

Great Stone Bridge Card 8:
Xulgath
Monster B
Traits:
Basic
Xulgath
To Defeat:
Combat 9 Before the encounter, put 1 card of your choice from your hand on top of your deck.

Great Stone Bridge Card 9:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Great Stone Bridge Card 10:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 2:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Windswept Chasm Card 3:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Windswept Chasm Card 4:
Ghoul
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.

Windswept Chasm Card 5:
Haste
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Windswept Chasm Card 6:
Scythe +1
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Windswept Chasm Card 7:
Skinsaw Ritual
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Windswept Chasm Card 8:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Windswept Chasm Card 9:
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Windswept Chasm Card 10:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal 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.

Location #4: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/GMAndrew, None

Woods Card 1:
Circles of Binding
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13 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.

Woods Card 2:
Myriana
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10 Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.

Woods Card 3:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.

Woods Card 4:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Woods Card 5:
Muck Graul
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15 Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

Woods Card 6:
Grazuul
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Woods Card 7:
Elder Water Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18 The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.

Woods Card 8:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Woods Card 9:
Longsword +1
Weapon B
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 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.

Woods Card 10:
Stone Eater Enchanter
Villain 2
Type: Monster
Traits:
Outsider
Sorcerer
Acid
Veteran
To Defeat:
Constitution
Fortitude 7
THEN Combat 12
OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.

Location #5: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Watchtower Card 1:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Watchtower Card 2:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Watchtower Card 3:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 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.

Watchtower Card 4:
Pyromaniac Mage
Ally 5
Traits:
Human
Wizard To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13 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.

Watchtower Card 5:
Dance With Squealy Nord
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18 If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby

Watchtower Card 6:
Dagger
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Watchtower Card 7:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 8:
Bastard Sword
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Watchtower Card 9:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Watchtower Card 10:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Location #6: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seoni/Merisal, None

Elemental Trenches Card 1:
Quarterstaff
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Elemental Trenches Card 2:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Elemental Trenches Card 3:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.

Elemental Trenches Card 4:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Elemental Trenches Card 5:
Invasion Plans
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Elemental Trenches Card 6:
Belt of Giant Strength
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.

Elemental Trenches Card 7:
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

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

Elemental Trenches Card 9:
Reduction Field
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13 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.

Elemental Trenches Card 10:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14 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.


Start of turn:
Scenario power: 1d4 ⇒ 2. 1 Electricity damage, recharge Shield Cloak to block.

"I do not know what I expected, but it certainly was not this", Grazzle says as he bounds across the surface of an asteroid, dodging lightning strikes. Dropping down into a nearby canyon, he begins to explore, where he is immediately attacked by a Wyvern.

Explore Canyon 1: Wyvern
Recharge Volcanic Storm
Combat 16: 1d8 + 7 + 2 + 3d6 ⇒ (4) + 7 + 2 + (3, 1, 5) = 22 Defeated.

Grazzle blasts the creature with a Fire spell, and is able to continue his exploration.

Discard Blessing of the Gods to explore Canyon 2: Goblin Raid
Each character at an open location summons a Goblin raider.

Goblin Raider:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.


A band of goblins? How did they get here?
Recharge Cloudburst
Combat 8: 1d8 + 7 + 2 + 3d6 ⇒ (2) + 7 + 2 + (3, 4, 4) = 22 Defeated.

Grazzle calls a thunderstorm, and a loud clap of thunder terrifies the goblins and scatters them.

Recharge Channel the Gift to examine the top two cards of Canyon:
Canyon 3: Hand Chopper (barrier)
Canyon 4: Crow (ally)

End of turn:
Discard Hide Armor
Draw up to 7.

Grazzle wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10 +1
Craft +1
Survival +2
CHARISMA d8 +4
Divine +3

Powers
HAND SIZE 6 ☑7 ☐ 8
PROFICIENT WITH Light Armors
You automatically succed at your check to recharge a spell (☐ and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. (☐ If any of those cards have the Divine trait, you mya recharge a random card (☐ or 2 random cards) from your discard pile.) Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☑ 1 plus) twice the number of cards you discarded.
☑ Add 2 (☐ 4) to your check that invokes the Attack trait.
☑ You may recharge a card that has the Divine trait to examine the top card (☑ or top 2 cards) of a location deck at any occupied location (☐ and during this examination, you may ignore any powers on the examined card).
☐ When you would bury or discard an armor for its power, you may recharge it instead.
☐ When you would discard or bury a card to examine a location deck, you may recharge it instead.

Favored Card Type: Spell
Weapon 1 ☐ 2
Spell 6 ☑ 7 ☑ 8
Armor 2 ☐ 3 ☐ 4
Item 1 ☐ 2 ☐ 3
Ally 1 ☐ 2
Blessing 4 ☑ 5 ☑ 6

Hand: Divine Blaze, Find Traps, Restorative Touch, Ruby of Charisma, Cleric of Nethys, Blessing of Abadar, Blessing of Qi Zhong
Displayed: 0
Deck: 10 Discard: 2 Buried: 0
Notes: Shirt reroll not used in 8-00A.
Find Traps, blessings available.
Find Traps:
Find Traps
Spell B

Traits
Magic
Divine

Powers
Discard this card to add 2 dice to any check to defeat a barrier.

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

Restorative Touch:
Restorative Touch
Spell 3

Traits
Magic
Divine
Healing

Powers
Reveal this card and choose a character at you location to banish up to 2 cards displayed next to her that are scourges and/or have the Curse trait, then shuffle 1d4+1 random cards from her discard pile into her deck.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 11 check to recharge it instead.

Blessing of Abadar:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

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

Blessing of Qi Zhong:
Blessing of Qi Zhong
Blessing 3

Traits
Divine
Qi Zhong
Healing

Powers
Discard this card to add 1 die to any check.
Reveal this card to shuffle a random card from your discard pile into your deck, then discard this card, then explore your location.
After you play this card, if the card of the blessings discard pile lists Wisdom in its check to acquire, recharge this card instead of discarding it.


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

Beginning of Grazzle's Turn
Zarlova displays her Eagle Aerie next to her deck.

Goblin Raider
She casts Death's Touch at the Goblin Raider to instantly defeat it. (No roll required - It's less than AD 5 so it is instantly defeated)
Divine 14 (Death's Touch Recharge): 1d10 + 7 + 4 ⇒ (4) + 7 + 4 = 15 - Success, and since it is both Divine and Attack going to put it on the top of my deck per my power

She moves to the Canyon since she knows what is there. She takes the damage to the Sand Elemental.

Canyon Card 3: Explore
She encounters the Hand Chopper She uses her Blessing of Milani and Grazzle's Find Traps. She also reveals her Evangelist.
Dexterity 12: 5d6 + 1 ⇒ (5, 1, 4, 6, 1) + 1 = 18 - Success

Canyon Card 4: Explore
She discards her Blessing of Pharasma to keep going. It's a Crow.
Wisdom 5: 1d10 + 4 ⇒ (6) + 4 = 10 - Success

She uses her Eagle Aerie, recharging her Magnetic Grimoire to move back to the Woods.

She then ends her turn.

Zarlova wrote:

Hand: Evangelist, Crow, Death's Touch, Blessing of the Qi Zhong, Blessing of Cayden Cailean, Blessing of the Seventh Veil, Blessing of the Lady of Graves,

Displayed: Eagle Aerie,
Deck: 13 Discard: 3 Buried: 0
Notes: Blessing of Qi Zhong: +1 die (use other blessings before this one, or use this one if the top card of the Blessings deck has the Wisdom trait); Blessing of Cayden Cailean: +2 dice to noncombat str/con check; Blessing of the Seventh Veil: +2 dice to noncombat int/cha check; Blessing of the Lady of Graves: +2 dice on a check that invokes undead trait OR bury this card after a check is made for any character to add or subract their wisdom skill to any check (mine is 1d10+4); Eagle Aerie: When at my location, can recharge a card at the end of any turn to move;
Sideboard cards:

Grazzle's Find Traps used

Card 3 of Canyon banished
Card 4 of Canyon acquired
Zarlova moved back to Woods


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

During This Scenario: •At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.
Additional Rules: Seion (Iammars) and Seion (Merisal) need to summon encounter a Goblin Raider henchman.
Turn: 3, Seoni/Merisal

Random Cards:

Monsters
Spoiler:
Goblin Cutpurse
Monster 1
Traits:
Basic
Goblin
Rogue
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

Spoiler:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.

Spoiler:
Goblin Snake
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

Spoiler:
Mammoth
Monster 4
Traits:
Animal
To Defeat:
Combat 16 If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Spoiler:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

Barriers
Spoiler:
Locked Passage
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Spoiler:
Disjunction Pulse
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15 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.

Spoiler:
Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Spoiler:
Door Spike
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Spoiler:
Treasure Map
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Weapons
Spoiler:
Greatclub +3
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Flaming Mace +1
Weapon B
Traits:
Mace
Magic
Melee
Bludgenoning To Acquire:
Strength
Melee 11 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.

Spoiler:
Scythe +1
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Spoiler:
Vicious Trident +1
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm To Acquire:
Strength
Melee 12 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.

Spoiler:
War Razor +1
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spells
Spoiler:
Scrying
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence
Arcane 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Swipe
Spell 3
Traits:
Arcane
Attack
Divine
Magic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

Spoiler:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12 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.

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

Spoiler:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 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.

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

Spoiler:
Magic Full Plate
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
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.

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

Spoiler:
Ring of Protection
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

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

Spoiler:
Bracers of Protection
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 3 Recharge this card to reduce Combat damage dealt to you by 1.

Spoiler:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence
Knowledge 5 Reveal this card to add 1d6 to a Knowledge check.
Recharge this card to succeed at your Knowledge check.

Allies
Spoiler:
Elven Sharpshooter
Ally 5
Traits:
Elf
Ranger To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12 Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.

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

Spoiler:
Bear
Ally 4
Traits:
Animal To Acquire:
Wisdom
Survival 11 Discard this card to add 2d4 to your combat check.
Discard this card to explore your location.

Spoiler:
Mayor Kendra Deverin
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10 Banish this card to examine your location deck and then shuffle it.

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

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

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

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

Spoiler:
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

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

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 23 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 26 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/MorkXII, None

Canyon Card 1:
Runechill Hatchet +2
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Canyon Card 2:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Canyon Card 3:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Canyon Card 4:
Hag
Monster 3
Traits:
Hag
To Defeat:
Combat 15 Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Canyon Card 5:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Canyon Card 6:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Location #2: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Iammars, None

Great Stone Bridge Card 1:
Shining Child
Monster 4
Traits:
Outsider
To Defeat:
Combat 20 The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Great Stone Bridge Card 2:
Vale Temros
Ally 3
Traits:
Human
Ranger To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 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.

Great Stone Bridge Card 3:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Great Stone Bridge Card 4:
Potion of Gracefulness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.

Great Stone Bridge Card 5:
Grizzled Mercenary
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Great Stone Bridge Card 6:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.

Great Stone Bridge Card 7:
Ranger Stash
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.

Great Stone Bridge Card 8:
Xulgath
Monster B
Traits:
Basic
Xulgath
To Defeat:
Combat 9 Before the encounter, put 1 card of your choice from your hand on top of your deck.

Great Stone Bridge Card 9:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Great Stone Bridge Card 10:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 2:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Windswept Chasm Card 3:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Windswept Chasm Card 4:
Ghoul
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.

Windswept Chasm Card 5:
Haste
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Windswept Chasm Card 6:
Scythe +1
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Windswept Chasm Card 7:
Skinsaw Ritual
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Windswept Chasm Card 8:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Windswept Chasm Card 9:
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Windswept Chasm Card 10:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal 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.
Location #4: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/GMAndrew, None

Woods Card 1:
Circles of Binding
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13 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.

Woods Card 2:
Myriana
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10 Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.

Woods Card 3:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.

Woods Card 4:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Woods Card 5:
Muck Graul
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15 Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

Woods Card 6:
Grazuul
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Woods Card 7:
Elder Water Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18 The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.

Woods Card 8:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Woods Card 9:
Longsword +1
Weapon B
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 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.

Woods Card 10:
Stone Eater Enchanter
Villain 2
Type: Monster
Traits:
Outsider
Sorcerer
Acid
Veteran
To Defeat:
Constitution
Fortitude 7
THEN Combat 12
OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.

Location #5: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Watchtower Card 1:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Watchtower Card 2:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Watchtower Card 3:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 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.

Watchtower Card 4:
Pyromaniac Mage
Ally 5
Traits:
Human
Wizard To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13 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.

Watchtower Card 5:
Dance With Squealy Nord
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18 If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby

Watchtower Card 6:
Dagger
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Watchtower Card 7:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 8:
Bastard Sword
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Watchtower Card 9:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Watchtower Card 10:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Location #6: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seoni/Merisal, None

Elemental Trenches Card 1:
Quarterstaff
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Elemental Trenches Card 2:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Elemental Trenches Card 3:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.

Elemental Trenches Card 4:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Elemental Trenches Card 5:
Invasion Plans
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Elemental Trenches Card 6:
Belt of Giant Strength
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.

Elemental Trenches Card 7:
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

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

Elemental Trenches Card 9:
Reduction Field
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13 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.

Elemental Trenches Card 10:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14 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.


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

(Choosing item for my barrier defeat, and taking last card drawn out of hand)
Zarlova gets Thieves' Tools.

Hand Update:

Zarlova wrote:

Hand: Evangelist, Crow, Thieves' Tools, Death's Touch, Blessing of the Qi Zhong, Blessing of Cayden Cailean, Blessing of the Seventh Veil,

Displayed: Eagle Aerie,
Deck: 14 Discard: 3 Buried: 0
Notes: Blessing of Qi Zhong: +1 die (use other blessings before this one, or use this one if the top card of the Blessings deck has the Wisdom trait); Blessing of Cayden Cailean: +2 dice to noncombat str/con check; Blessing of the Seventh Veil: +2 dice to noncombat int/cha check; Eagle Aerie: When at my location, can recharge a card at the end of any turn to move;
Sideboard cards:


Deck Handler

Dealing with out of turn Goblin Raider
Seoni will discard Appleslayer to her power to combat the Goblin Raider, revealing the Magnetic Grimoire because she can.
1d12 + 6 + 1d6 + 1 + 1d4 ⇒ (2) + 6 + (5) + 1 + (2) = 16

Seoni, CB wrote:


Cards in Hand: Cloudburst, Blessing of the Spellbound, Blessing of Pharasma, Alaeron, Fire Snake, Magnetic Grimoire
Cards in Deck: 12 unknown
Discarded: Appleslayer, Buried: 0
Notes: BotS: Recharge on Arcane or Divine checks, BoP: 2 dice on Spells, MG: Reveal for 1d4 on local check w/ elemental trait, Alaeron: Discard for +1d6 Fire or Poison to a local combat check

Powers:

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

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

"Wadda am I doing here. This arcwine must be morr potaint dan I fought"

Encounters Goblin Raider

"Ah Reta find out whats arounfd here would ya"

Casts Dominate on the goblin raider
arcane 14: 1d12 + 8 ⇒ (5) + 8 = 13 Reveals headband of alluring charisma

"Staff belt und a blessing you say Reta! I'll have da staff can't be a prawper mage without a staff"

On Merry Seoni's turn

1d4 ⇒ 2
elemental trenched: 1d6 ⇒ 4

Her ivory dice get zapped and her bottled lightning bottle get recharged

"Oooh theres a tower ova dere is dat the grand lodge" she heads over to the watchtower

"Dis looks rong ware the useful stuff wanda" buries wand of treasure finding

arcane 8: 1d12 + 6 + 1 ⇒ (9) + 6 + 1 = 16 make that recharge wand (revealing headband)
"My thats a big pafinda, loads of druids about. flying shield oh yes"

Puts shield on top the explores

"I gnaws all abart flyie shieldies

knowledge 10: 1d8 + 3 + 4 ⇒ (3) + 3 + 4 = 10 Using Seonis use knowledge instead of normal check to acquire and its magic so +4

Shield acquired discard blessing of nethys to examine top two cards

2d10 ⇒ (6, 9) = 15

Dagger and hide armour place hide armour top then explore

"oo some more armour I gnaws about dat too"

Auto acquires fire hide armour and ends turn

"Dis lucks a cumfy table spot to sleeps"

Seoni Tattooed Mystic wrote:

Hand: Quarterstaff, Sign of wrath, Headband of alluring charisma, Fire hide armour, Good Omen, Ataxian, Winged Shield, Life leech,

Displayed:
Deck: 14 Discard: 3 Buried: 0
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) For Blessings see Zarlova

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+1 [X6a]+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [X3] 7 [X6] 8

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check


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

During This Scenario: •At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.
Additional Rules:
Turn: 4, Seoni/Iammars

Random Cards:

Monsters
Spoiler:
Troll
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

Spoiler:
Ogrekin
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Spoiler:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

Spoiler:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Spoiler:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

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

Spoiler:
Hand Chopper
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Spoiler:
Mystic Inscription
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

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

Spoiler:
Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

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

Spoiler:
Sling
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

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

Spoiler:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Spoiler:
Horsechopper +1
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song


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

Spoiler:
Holy Light
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Incendiary Cloud
Spell 3
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Augury
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Haste
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Armors
Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 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.

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

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

Spoiler:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Ring of Protection
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Spoiler:
Wand of Treasure Finding
Item 5
Traits:
Arcane
Magic
Wand To Acquire:
Wisdom
Perception 7 Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Magic To Acquire:
Intelligence
Arcane 9 For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

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

Spoiler:
Greater Luckstone
Item 4
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Allies
Spoiler:
Lizard
Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8 Discard this card to succeed at your Stealth or Survival check.
Discard this card to explore your location.

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

Spoiler:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

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

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

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 24 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Location #1: Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/MorkXII, None

Canyon Card 1:
Runechill Hatchet +2
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Canyon Card 2:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Canyon Card 3:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Canyon Card 4:
Hag
Monster 3
Traits:
Hag
To Defeat:
Combat 15 Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Canyon Card 5:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Canyon Card 6:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Location #2: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Iammars, None

Great Stone Bridge Card 1:
Shining Child
Monster 4
Traits:
Outsider
To Defeat:
Combat 20 The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Great Stone Bridge Card 2:
Vale Temros
Ally 3
Traits:
Human
Ranger To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 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.

Great Stone Bridge Card 3:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Great Stone Bridge Card 4:
Potion of Gracefulness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.

Great Stone Bridge Card 5:
Grizzled Mercenary
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Great Stone Bridge Card 6:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.

Great Stone Bridge Card 7:
Ranger Stash
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.

Great Stone Bridge Card 8:
Xulgath
Monster B
Traits:
Basic
Xulgath
To Defeat:
Combat 9 Before the encounter, put 1 card of your choice from your hand on top of your deck.

Great Stone Bridge Card 9:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Great Stone Bridge Card 10:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 2:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Windswept Chasm Card 3:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Windswept Chasm Card 4:
Ghoul
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.

Windswept Chasm Card 5:
Haste
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Windswept Chasm Card 6:
Scythe +1
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Windswept Chasm Card 7:
Skinsaw Ritual
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Windswept Chasm Card 8:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Windswept Chasm Card 9:
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Windswept Chasm Card 10:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal 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.
Location #4: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/GMAndrew, None

Woods Card 1:
Circles of Binding
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13 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.

Woods Card 2:
Myriana
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10 Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.

Woods Card 3:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.

Woods Card 4:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Woods Card 5:
Muck Graul
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15 Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

Woods Card 6:
Grazuul
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Woods Card 7:
Elder Water Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18 The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.

Woods Card 8:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Woods Card 9:
Longsword +1
Weapon B
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 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.

Woods Card 10:
Stone Eater Enchanter
Villain 2
Type: Monster
Traits:
Outsider
Sorcerer
Acid
Veteran
To Defeat:
Constitution
Fortitude 7
THEN Combat 12
OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.

Location #5: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Merisal, None

Watchtower Card 1 (Dagger):
Dagger
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Watchtower Card 2:
Dance With Squealy Nord
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18 If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby

Watchtower Card 3:
Pyromaniac Mage
Ally 5
Traits:
Human
Wizard To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13 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.

Watchtower Card 4:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 5:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

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

Watchtower Card 7:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Watchtower Card 8:
Bastard Sword
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Location #6: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Elemental Trenches Card 1:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Elemental Trenches Card 2:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.

Elemental Trenches Card 3:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Elemental Trenches Card 4:
Invasion Plans
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Elemental Trenches Card 5:
Belt of Giant Strength
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.

Elemental Trenches Card 6:
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Elemental Trenches Card 7:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Elemental Trenches Card 8:
Reduction Field
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13 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.

Elemental Trenches Card 9:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14 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.


Deck Handler

Beginning of turn
It's shocking in here! 1d4 ⇒ 3
Ow! I take 1 damage, discarding the Blessing of Pharasma.

First Explore
I run into a Shining Child. Fortunately, I have a handy Cloudburst with me, and I can reveal the Magnetic Grimoire to help me out.
1d12 + 6 + 3d6 + 1d4 ⇒ (11) + 6 + (4, 2, 6) + (2) = 31
I return the stormy favor, and shock the Shining Child out of there. Cloudburst automatically recharges.

I discard Alaeron to explore again.
Second Explore
Looking further, I find Vale Temros. I don't even have to try to charm him over. (Min Diplo result of 7 vs. Diplo 6)

After meeting him, I quickly part ways with Vale Temros, discarding him to explore again.
Third Explore
Continuing down the bridge, I find a discarded Longsword. Despite the sword being very light and a piece of junk, I can't possibly pick it up. I'd ask for help, but no one would want it anyway.

End of turn
I end turn, drawing 4 cards.

Dice for cards drawn:
1d12 + 1d11 + 1d10 + 1d9 ⇒ (10) + (2) + (8) + (8) = 28

Seoni, CB wrote:


Cards in Hand: Blessing of the Elements, Blessing of the Spellbound, Blessing of the Spellbound, Fire Snake, Magnetic Grimoire, Create Mindscape, Zae
Cards in Deck: 8 unknown, Cloudburst
Discarded: Vale Temros, Alaeron, Blessing of Pharasma, Appleslayer, Buried: 0
Notes: BotS: Recharge on Arcane or Divine checks, BoE: Recharge on elemental trait, MG: Reveal for 1d4 on local check w/ elemental trait, I will be recharging Appleslayer on my turn with Zae.

Powers:

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


Start of turn:
Lightning strike?: 1d4 ⇒ 1 Yep. Discard Ruby of Charisma.
Discard 3 cards from the top of my deck (BoPharams, BotG, BotSpellbound) to heal 7 cards total:
Meriseoni heals 3 cards
Seoni heals 2 cards
Zarlova heals 2 cards

Cast Restorative Touch to heal 1d4 + 1 ⇒ (3) + 1 = 4 cards: BotG x2, Ruby of Charisma, Hide Armor. Recharge Restorative Touch.

Strange lightning continues to strike the surface of the asteroid at regular intervals, and Grazzle is unable to avoid it. Apparently, his compatriots on this adventure seem to be suffering as well. Grazzle channels positive energy through himself and out in a wave of healing energy over the others.

Explore Canyon 1: Runechill Hatchet +2 Banished.

Discard Blessing of Qi Zhong to heal: Blessing of Pharasma and explore Canyon 2: Ambush!
Discard Blessing of Abadar.
Perception 9+5=14: 1d10 + 3 + 2d10 ⇒ (5) + 3 + (7, 1) = 16 Defeated.

Grazzle spots signs of activity and fearing their might be a trap ahead, he slows and takes a careful look around.

And, sure enough, he spots a Lightning Elemental up ahead! That would account for the constant barrage of lightning strikes!. Grazzle prepares to cast a spell to blast the elemental with fire.
Free explore Canyon 3: Lightning Elemental
Recharge Divine Blaze
Combat 17: 1d8 + 7 + 2 + 3d8 ⇒ (2) + 7 + 2 + (7, 4, 1) = 23 Defeated.
Canyon close: Summon and acquire the bottom blessing: Blessing of Torag. Auto-acquired. Canyon closed. All other locations get shuffled.

The creature defeated, it is time to move on and continue searching elsewhere on the asteroid.

End of turn: Draw up to 7.


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

Healing noted!

Scenario Condition: 1d4 ⇒ 2 - Discard Thieves' Tools

Woods Card 1: Explore
Zarlova explores the woods, finding Circles of Binding. She reveals her Evangelist. She discards her Blessing of Cayden Cailean too just in case.
Divine 13: 2d10 + 7 + 1 ⇒ (9, 1) + 7 + 1 = 18 - Success

Woods Card 2: Explore
She reveals her Blessing of Qi Zhong to shuffle a random card from discard (Blessing of Cayden Cailean) then discards the blessing and explores. She finds Myriana. She casts Death's Touch to automatically defeat it since it is less than AD 5.
Divine 13 (Death's Touch Recharge): 1d10 + 7 + 4 ⇒ (7) + 7 + 4 = 18 - Success, and putting it on top of my deck

Having no further way to fight, she draws up and ends her turn.

After Turn
Zarlova buries her Wand of Flying to examine the Woods and the Canyon.
Woods Card 3: Examined is Blast Stone
Windswept Chasm Card 1: Examined is Lightning Elemental THE HENCHMAN
She then moves to the Canyon.
She reveals her Evangelist on recharge.
Divine 12 (Wand of Flying Recharge): 1d10 + 7 + 1 ⇒ (3) + 7 + 1 = 11 - Failure

Then she casts Cure on Grazzle.
Cure (Grazzle): 1d4 + 1 ⇒ (1) + 1 = 2
Grazzle Cure for 2
Divine 8 (Cure Recharge): 1d10 + 7 ⇒ (1) + 7 = 8 - Success

Zarlova wrote:

Hand: Evangelist, Crow, Blessing of the Seventh Veil, Death's Touch, Blessing of the Lady of Graves,

Displayed: Eagle Aerie,
Deck: 15 Discard: 3 Buried: 1
Notes: Blessing of the Seventh Veil: +2 dice to noncombat int/cha check; Blessing of the Lady of Graves: +2 dice on a check that invokes undead trait OR bury this card after a check is made for any character to add or subract their wisdom skill to any check (mine is 1d10+4); Eagle Aerie: When at my location, can recharge a card at the end of any turn to move;
Sideboard cards:

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

merry Seoni heals 2 cards on Grazzle turn leaving two cards of healing for Celestial Seoni

On her turn 1d4 ⇒ 1

A Crackle of electricity wakes her Fire hide armour takes most of the damage Joining the lonely ivory dice in the discard pile

Exploring the grand lodge 1d8 ⇒ 2

Pig dancing! eggsellent. I'll use my flying shield

Buries winged shield to add 5 to my wisdom check

wisdom 9: 1d6 + 2 + 5 ⇒ (4) + 2 + 5 = 11

She rides the pig which crashes head first into cabinet sending stuff flying

random items: 1d4 ⇒ 2

Ring of protection or wand of treasure finding

"Hey who took my wand"

Keeping the wand then using it straight away

8d8 ⇒ (4, 5, 6, 2, 6, 5, 4, 3) = 35 1d3 ⇒ 1

Finally finds the dagger

arcane 8: 1d12 + 6 + 1 ⇒ (9) + 6 + 1 = 16

Discards Ataxian and facquires the dagger through knowledge

Ends turn

Seoni Tattooed Mystic wrote:

Hand: Quarterstaff, Sign of wrath, Headband of alluring charisma, Dagger, Good Omen, Swipe, Blessing of Abadar 2a, Life leech,

Displayed:
Deck: 15 Discard: 3 Buried: 1
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available Abadar for barriers Swipe available as well

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+1 [X6a]+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [X3] 7 [X6] 8

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check


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

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

Turn: 8, Seoni/Iammars

Random Cards:

Monsters
Spoiler:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

Spoiler:
Ogrekin
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Spoiler:
Shining Child
Monster 4
Traits:
Outsider
To Defeat:
Combat 20 The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

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

Spoiler:
Mummy
Monster 5
Traits:
Mummy
Undead
To Defeat:
Combat 21 The Mummy is immune to the Cold and Poison traits.
Add 1d8 to attempts to defeat the Mummy with the Fire trait.
If undefeated, after the encounter, bury your discard pile.

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

Spoiler:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Spoiler:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14 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.

Spoiler:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Spoiler:
Hand Chopper
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

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

Spoiler:
War Razor +1
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spoiler:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

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

Spoiler:
Longsword +2
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 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.

Spells
Spoiler:
Disintegrate
Spell 5
Traits:
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 14 For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.

Spoiler:
Glibness
Spell B
Traits:
Arcane
Divine
Elite
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

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

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

Spoiler:
Incendiary Cloud
Spell 3
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

Spoiler:
Magic Studded Leather Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5 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.

Spoiler:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Spoiler:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Full Plate
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

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

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

Allies
Spoiler:
Lizard
Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8 Discard this card to succeed at your Stealth or Survival check.
Discard this card to explore your location.

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

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

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

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

Blessings
Spoiler:
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Location #1: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/MorkXII, None

Location #2: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Iammars, None

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

Great Stone Bridge Card 2:
Grizzled Mercenary
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Great Stone Bridge Card 3:
Xulgath
Monster B
Traits:
Basic
Xulgath
To Defeat:
Combat 9 Before the encounter, put 1 card of your choice from your hand on top of your deck.

Great Stone Bridge Card 4:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Great Stone Bridge Card 5:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

Great Stone Bridge Card 7:
Ranger Stash
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.

Location #3: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1 (Lightning Elemental):
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 2:
Ghoul
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.

Windswept Chasm Card 3:
Haste
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Windswept Chasm Card 4:
Skinsaw Ritual
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

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

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

Windswept Chasm Card 7:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Windswept Chasm Card 8:
Scythe +1
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Windswept Chasm Card 9:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Windswept Chasm Card 10:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15 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.
Location #4: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/GMAndrew, None

Woods Card 1 (Blast Stone):
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.

Woods Card 2:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Woods Card 3:
Elder Water Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18 The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.

Woods Card 4:
Muck Graul
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15 Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

Woods Card 5:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Woods Card 6:
Longsword +1
Weapon B
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 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.

Woods Card 7:
Grazuul
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Woods Card 8:
Stone Eater Enchanter
Villain 2
Type: Monster
Traits:
Outsider
Sorcerer
Acid
Veteran
To Defeat:
Constitution
Fortitude 7
THEN Combat 12
OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.

Location #5: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Merisal, None

Watchtower Card 1:
Pyromaniac Mage
Ally 5
Traits:
Human
Wizard To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13 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.

Watchtower Card 2:
Bastard Sword
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Watchtower Card 3:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Watchtower Card 4:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Watchtower Card 5:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Watchtower Card 6:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Elemental Trenches Card 1:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14 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.

Elemental Trenches Card 2:
Reduction Field
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13 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.

Elemental Trenches Card 3:
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Elemental Trenches Card 4:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Elemental Trenches Card 5:
Belt of Giant Strength
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.

Elemental Trenches Card 6:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Elemental Trenches Card 7:
Invasion Plans
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Elemental Trenches Card 8:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.

Elemental Trenches Card 9:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.


Deck Handler

Grazzle's Turn
Grazzle's healing erases some of Seoni's wounds.

Dice for healing:
1d4 + 1d3 ⇒ (1) + (2) = 3

Vale Temros and Blessing of Pharasma are shuffled into Seoni's deck!

Beginning of turn
It's shocking in here! 1d4 ⇒ 2
Ow! Seoni takes 1 damage, discarding a Blessing of the Spellbound.
Then Zae rushes in, rescuing Appleslayer from his previous peril, recharging him.
Then, Seoni casts Create Mindscape at the Great Stone Bridge, allowing her mind a little more influence on the area.

First Explore
Seoni comes across a Potion of Gracefulness. She attempts to divine the usefulness of the potion, but doesn't seem too excited about it.
1d6 + 1d4 ⇒ (4) + (3) = 7
To her surprise, she acquires it.

Seoni then asks Zae to help her explore again.
Second Explore
Seoni comes across a Grizzled Mercenary. Once again, her natural charm works to just pull people to her. (Min Diplo 8 vs. Diplo 6)

Seoni then asks the Grizzled Mercenary to see what's up ahead.
Third Explore
Seoni comes across a Xulgath. The Xulgath catches her by surprise, leaving her without access to Fire Snake, but even wihout that, she releases her Potion of Gracefulness into her innate power, blasting it with the help of the Magnetic Grimoire and Create Mindscape.
1d12 + 6 + 1d6 + 1 + 1d4 + 1d4 ⇒ (5) + 6 + (2) + 1 + (1) + (4) = 19
She easily defeats the Xulgath.

End of turn
Seoni spends a moment catching her breath, resetting her hand.

Dice for drawing cards:
Fire Snake + 1d12 + 1d11 + 1d10 ⇒ (10) + (9) + (8) = 27

Seoni, CB wrote:


Cards in Hand: Blessing of the Elements, Blessing of the Spellbound, Blessing of the Spellbound, Blessing of Pharasma, Rodrick, Fire Snake, Magnetic Grimoire
Cards in Deck: 9 unknown, Appleslayer
Discarded: Potion of Gracefulness, Grizzled Mercenary, Zae, Blessing of the Spellbound, Alaeron, Buried: 0
Displayed: Create Mindscape (at Great Stone Bridge)
Notes: BotS: Recharge on Arcane or Divine checks, BoE: Recharge on elemental trait, BoP: 2 dice on Spells, MG: Reveal for 1d4 on local check w/ elemental trait, using Rodrick at start of turn to recharge Alaeron.

Powers:

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


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

Small note.. Zarlova is at the Canyon as she used her Wand of Flying to go there to heal Grazzle. :)


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

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

Turn: 9, Grazzle/MorkXII

Random Cards:

Monsters
Spoiler:
Tickwood Boar
Monster 1
Traits:
Animal
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

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

Spoiler:
Zombie Giant
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

Spoiler:
Xulgath
Monster B
Traits:
Basic
Xulgath
To Defeat:
Combat 9 Before the encounter, put 1 card of your choice from your hand on top of your deck.

Spoiler:
Harpy
Monster 4
Traits:
Harpy
To Defeat:
Combat 14 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.

Barriers
Spoiler:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14 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.

Spoiler:
Dance With Squealy Nord
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18 If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby


Spoiler:
Arcane Lock
Barrier 4
Traits:
Arcane
Lock
Magic
To Defeat:
Intelligence
Arcane 13
OR Combat 26 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Spoiler:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.

Spoiler:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Weapons
Spoiler:
Dancing Scimitar +2
Weapon 5
Traits:
Finesse
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

Spoiler:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Spoiler:
Greatclub +3
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Flaming Mace +1
Weapon B
Traits:
Mace
Magic
Melee
Bludgenoning To Acquire:
Strength
Melee 11 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.

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

Spells
Spoiler:
Invisibility
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

Spoiler:
Holy Light
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

Spoiler:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Spoiler:
BirdCruncher Crown
Item P
Traits:
Accessory
Magic To Acquire:
Charisma
Diplomacy 8 Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.

Spoiler:
Headband of Epic Intelligence
Item 5
Traits:
Accessory
Magic To Acquire:
Intelligence 7 Reveal this card to add 2 to an Intelligence check. You may use another item on this check.

Spoiler:
Bracers of Protection
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 3 Recharge this card to reduce Combat damage dealt to you by 1.

Allies
Spoiler:
Aldern Foxglove
Ally 1
Traits:
Human
Noble To Acquire:
Charisma
Diplomacy 4 Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

Spoiler:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Spoiler:
Yap the Pixie
Ally 3
Traits:
Pixie To Acquire:
Charisma
Diplomacy 2 Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.
Discard this card to explore your location.

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

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

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

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

Spoiler:
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 21

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Location #1: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zarlova/GMAndrew, Grazzle/MorkXII, None

Location #2: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Iammars, None

Great Stone Bridge Card 1:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Great Stone Bridge Card 2:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.

Great Stone Bridge Card 3:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Great Stone Bridge Card 4:
Ranger Stash
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.

Location #3: Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1 (Lightning Elemental):
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 2:
Ghoul
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.

Windswept Chasm Card 3:
Haste
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Windswept Chasm Card 4:
Skinsaw Ritual
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

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

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

Windswept Chasm Card 7:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Windswept Chasm Card 8:
Scythe +1
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Windswept Chasm Card 9:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Windswept Chasm Card 10:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15 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.
Location #4: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Woods Card 1 (Blast Stone):
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.

Woods Card 2:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Woods Card 3:
Elder Water Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18 The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.

Woods Card 4:
Muck Graul
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15 Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

Woods Card 5:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Woods Card 6:
Longsword +1
Weapon B
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 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.

Woods Card 7:
Grazuul
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Woods Card 8:
Stone Eater Enchanter
Villain 2
Type: Monster
Traits:
Outsider
Sorcerer
Acid
Veteran
To Defeat:
Constitution
Fortitude 7
THEN Combat 12
OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.

Location #5: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Merisal, None

Watchtower Card 1:
Pyromaniac Mage
Ally 5
Traits:
Human
Wizard To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13 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.

Watchtower Card 2:
Bastard Sword
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Watchtower Card 3:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Watchtower Card 4:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Watchtower Card 5:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Watchtower Card 6:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Elemental Trenches Card 1:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14 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.

Elemental Trenches Card 2:
Reduction Field
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13 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.

Elemental Trenches Card 3:
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Elemental Trenches Card 4:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Elemental Trenches Card 5:
Belt of Giant Strength
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.

Elemental Trenches Card 6:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Elemental Trenches Card 7:
Invasion Plans
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Elemental Trenches Card 8:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.

Elemental Trenches Card 9:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.


Start of turn:
Electricity damage?: 1d4 ⇒ 2. Recharge Shield Cloak to block.
Discard the top 3 cards from my deck (boPharasma, Major Cure, Blessing of Qi Zhong) to heal:
Celestial Seoni for 3
Meriseoni for 2
Zarlova for 2

Move to Elemental Trenches

Explore ET 1: Necromantic Deathtrap
Recharge Ruby of Charisma to use Cha die. Asking Celestial Seoni to recharge Blessing of the Spellbound and Meriseoni to discard BoAbadar.
Arcane 13: 1d8 + 1d8 + 2d8 ⇒ (2) + (2) + (1, 7) = 12 Recharge Cleric of Nethys to add 2. Defeated.

Recharge Channel the Gift to draw Restorative Touch from my deck.
Cast Restorative Touch to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards: Major Cure, Blessing of Pharasma. Recharge Restorative Touch

End of turn:
Discard Heavy Pick.
Draw up to 7.

Grazzle wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10 +1
Craft +1
Survival +2
CHARISMA d8 +4
Divine +3

Powers
HAND SIZE 6 ☑7 ☐ 8
PROFICIENT WITH Light Armors
You automatically succed at your check to recharge a spell (☐ and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. (☐ If any of those cards have the Divine trait, you mya recharge a random card (☐ or 2 random cards) from your discard pile.) Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☑ 1 plus) twice the number of cards you discarded.
☑ Add 2 (☐ 4) to your check that invokes the Attack trait.
☑ You may recharge a card that has the Divine trait to examine the top card (☑ or top 2 cards) of a location deck at any occupied location (☐ and during this examination, you may ignore any powers on the examined card).
☐ When you would bury or discard an armor for its power, you may recharge it instead.
☐ When you would discard or bury a card to examine a location deck, you may recharge it instead.

Favored Card Type: Spell
Weapon 1 ☐ 2
Spell 6 ☑ 7 ☑ 8
Armor 2 ☐ 3 ☐ 4
Item 1 ☐ 2 ☐ 3
Ally 1 ☐ 2
Blessing 4 ☑ 5 ☑ 6

Hand: Cloudburst, Create Mindscape, Divine Blaze, Volcanic Storm, Hide Armor, Blessing of Pharasma, Blessing of the Gods
Displayed: 0
Deck: 9 Discard: 3 Buried: 0
Notes: Shirt reroll not used in 8-00A.
Blessings, Create Mindscape available as needed.
Create Mindscape:
Create Mindscape
Spell 3

Traits
Magic
Arcane
Divine
Mental

Powers
Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at htis location.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 11 or Perception 9 check to recharge it instead.

Blessing of Pharasma:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

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

Blessing of the Gods:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Powers
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may treat this card as if it has the same powers as the top card of thie blessings discard pile.


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

Healing noted!

Scenario Condition: 1d4 ⇒ 1 - Taken to Crow

Down a few cards at the beginning of turn so will close the Windswept Chasm

Zarlova moves to the Windswept Chasm.

Windswept Chasm Card 1: Explore
She explores, finding the Lightning Elemental. She casts Death's Touch, automatically defeating it.
She recharges her Evangelist and uses her Blessing of the Lady of Graves on it as well.
Divine 13 (Death's Touch Recharge): 2d10 + 1d6 + 7 + 4 ⇒ (8, 3) + (1) + 7 + 4 = 23 - Succes, and put on top of deck

Windswept Chasm Closing
She "attempts" to close, by discarding her hand that only has 1 card left.

Draw from Discard: 1d4 - 1 ⇒ (3) - 1 = 2 - Blessing of the Qi Zhong, Blessing of the Seventh Veil

She ends her turns and resets.

Zarlova wrote:

Hand: Blessing of the Qi Zhong, Blessing of the Seventh Veil, Death's Touch, Find Traps, Sand Elemental, Cloudburst, Blessing of Cayden Cailean,

Displayed: Eagle Aerie,
Deck: 14 Discard: 2 Buried: 1
Notes: Blessing of Qi Zhong: +1 die (use other blessings before this one, or use this one if the top card of the Blessings deck has the Wisdom trait); Blessing of the Seventh Veil: +2 dice to noncombat int/cha check; Find Traps: +2 dice to any check to defeat a barrier; Sand Elemental: Can recharge to reduce Cold or Fire to any character at any location to 0; Blessing of Cayden Cailean: +2 dice to noncombat str/con check; Eagle Aerie: When at my location, can recharge a card at the end of any turn to move;
Sideboard cards:

Windswept Chasm Closed!


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

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

Turn: 11, Seoni/Merisal

Random Cards:

Monsters
Spoiler:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck.

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

Spoiler:
Hag
Monster 3
Traits:
Hag
To Defeat:
Combat 15 Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Spoiler:
Werewolf
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Spoiler:
Mammoth
Monster 4
Traits:
Animal
To Defeat:
Combat 16 If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Barriers
Spoiler:
Disjunction Pulse
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15 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.

Spoiler:
Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Spoiler:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

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

Spoiler:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

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

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

Spoiler:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spoiler:
Runechill Hatchet +2
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Giantbane Dagger +1
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

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

Spoiler:
Swipe
Spell 3
Traits:
Arcane
Attack
Divine
Magic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12 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.

Spoiler:
Scrying
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Teleport
Spell 4
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 12 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.

Armors
Spoiler:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

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

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

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

Items
Spoiler:
Headband of Inspired Wisdom
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom 7 Reveal this card to add 2 to your Wisdom check. You may play another item on this check.

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

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

Spoiler:
Ring of Protection
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Spoiler:
Greater Luckstone
Item 4
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

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

Spoiler:
Aldern Foxglove
Ally 1
Traits:
Human
Noble To Acquire:
Charisma
Diplomacy 4 Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

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

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

Spoiler:
Sacred Killer
Ally 5
Traits:
Half-Orc
Rogue To Acquire:
Dexterity
Stealth 11
OR Charisma
Diplomacy 13 Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.

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

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

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

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

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

Top of Blessing Discard Pile:

Blessing of Gozreh:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Remaining: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Location #1: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Iammars, None

Great Stone Bridge Card 1:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Great Stone Bridge Card 2:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.

Great Stone Bridge Card 3:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Great Stone Bridge Card 4:
Ranger Stash
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.

Location #3: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zarlova/GMAndrew, None

Location #4: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Woods Card 1 (Blast Stone):
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.

Woods Card 2:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Woods Card 3:
Elder Water Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18 The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.

Woods Card 4:
Muck Graul
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15 Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

Woods Card 5:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Woods Card 6:
Longsword +1
Weapon B
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 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.

Woods Card 7:
Grazuul
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Woods Card 8:
Stone Eater Enchanter
Villain 2
Type: Monster
Traits:
Outsider
Sorcerer
Acid
Veteran
To Defeat:
Constitution
Fortitude 7
THEN Combat 12
OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.
Location #5: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Merisal, None

Watchtower Card 1:
Pyromaniac Mage
Ally 5
Traits:
Human
Wizard To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13 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.

Watchtower Card 2:
Bastard Sword
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Watchtower Card 3:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Watchtower Card 4:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Watchtower Card 5:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Watchtower Card 6:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Grazzle/MorkXII, None

Elemental Trenches Card 1:
Reduction Field
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13 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.

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

Elemental Trenches Card 3:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Elemental Trenches Card 4:
Belt of Giant Strength
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.

Elemental Trenches Card 5:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Elemental Trenches Card 6:
Invasion Plans
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Elemental Trenches Card 7:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.

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

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

it is the hour of Gozreh

1d4 ⇒ 2 quarterstaff discarded

exploring watchtower

diplomacy 13: 1d12 + 5 + 1 + 6 ⇒ (7) + 5 + 1 + 6 = 19reveal haeadband discard good omen

pyro mage acquired and discarded to explore

arcanre 8 : 1d12 + 6 + 1 ⇒ (11) + 6 + 1 = 18 good omen recharged

knowledge 8: 1d8 + 3 ⇒ (3) + 3 = 6

bastard sword banished

WEnd turn

Seoni Tattooed Mystic wrote:

Hand: Sign of wrath, Blessing of Nethys, Headband of alluring charisma, Dagger, Found wand of treasure finding, Swipe, Life leech,

Displayed:
Deck: 17 Discard: 3 Buried: 1
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available Abadar for barriers Swipe available as well

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+1 [X6a]+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [X3] 7 [X6] 8

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check


Deck Handler

Grazzle's Turn
Grazzle's healing erases some of Seoni's wounds.

Dice for healing:
1d5 + 1d4 + 1d3 ⇒ (4) + (1) + (1) = 6

Blessing of the Spellbound, Potion of Gracefulness, and Grizzled Mercenary are shuffled into Seoni's deck!
Blessing of the Spellbound is recharged to help out with Grazzle's check.

Beginning of turn
It's shocking in here! 1d4 ⇒ 1
Ow! Seoni takes 1 damage, discarding a Blessing of the Spellbound.
Then Rodrick shows up, recharging Alaeron.
Then, Seoni casts Create Mindscape at the Great Stone Bridge, allowing her mind a little more influence on the area.

First Explore
Exploring the Great Stone Bridge, Seoni comes across a Lightning Elemental! Using Rodrick to help focus her arcane power, she blasts the creature with the help of a Blessing of Pharasma, her Magnetic Grimoire, and the Create Mindscape she cast last turn.
Combat 17: 3d12 + 6 + 1d6 + 1 + 1d4 + 1d4 ⇒ (3, 6, 5) + 6 + (2) + 1 + (1) + (3) = 27
After defeating the Lightning Elemental, Seoni realizes that the villain she is looking for isn't here, so attempts to lock down the location, with the help of Fire Snake, recharging Blessing of the Elements, revealing Magnetic Grimoire, (but not using Create Mindscape since it's still technically a dex check? am I understanding the replacement rules correctly?)
(Arcane) 10: 2d12 + 6 + 1d4 ⇒ (7, 6) + 6 + (2) = 21
The Fire Snake does an excellent job of clearing out the area, closing the Great Stone Bridge. Seoni then recharges both Fire Snake and Create Mindscape

End of turn
Seoni spends a moment catching her breath, resetting her hand.

Dice for drawing cards:
1d12 + 1d11 + 1d10 + 1d9 + 1d8 + 1d7 ⇒ (12) + (3) + (2) + (6) + (2) + (3) = 28

Seoni, CB wrote:


Cards in Hand: Cloudburst, Ice and Fire, Swipe, Wand of Flying, Appleslayer, Vale Temros, Magnetic Grimoire
Cards in Deck: 6 unknown, Blessing of the Spellbound, Alaeron, Blessing of the Elements, Fire Snake, Create Mindscape
Discarded: Blessing of Pharasma, Rodrick, Blessing of the Spellbound, Zae, Buried: 0
Displayed:
Notes: Swipe: Reduce a combat DC by 3, WoF: Examine 2 places, move a local character, MG: Reveal for 1d4 on local check w/ elemental trait

Powers:

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


Lightning zap?: 1d4 ⇒ 2 Discard Hide Armor.
Location power: 1d6 ⇒ 5 Fire. Recharge Divine Blaze and Volcanic Storm.
Recharge Create Mindscape to examine Elemental Trenches 1 and 2.
ET 1: Reduction Field
ET 2: Blessing of Lamashtu

More lightning sparks around Grazzle, and he is hit once again. There must be one of those elementals up ahead, he thinks, and decides to cast out and see what is nearby.

Explore ET 1: Reduction Field.
Ask Zarlova to cast Find Traps for two dice, and then discard BoPharasma for two dice.
Con 13: 1d8 + 2d8 + 2d8 ⇒ (3) + (8, 6) + (1, 8) = 26 Defeated.

A magical trap, but with some help from a friend and a goddess, Grazzle is easily able to disarm it.

Discard Blessing of the Gods to explore ET 2: Blessing of Lamashtu Auto-acquired.

Recharge Cloudburst to examine ET 3 and 4.
ET 3: Lightning Elemental
ET 4: Belt of Giant Strength

Aha! I knew it would be there. I'll have to prepare for a moment before I deal with it.

End of turn:
Draw up to 7.

Start of next turn:
Cast Major Cure to heal 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6: all cards in my discard. Recharge Major Cure.

Grazzle wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10 +1
Craft +1
Survival +2
CHARISMA d8 +4
Divine +3

Powers
HAND SIZE 6 ☑7 ☐ 8
PROFICIENT WITH Light Armors
You automatically succed at your check to recharge a spell (☐ and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. (☐ If any of those cards have the Divine trait, you mya recharge a random card (☐ or 2 random cards) from your discard pile.) Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☑ 1 plus) twice the number of cards you discarded.
☑ Add 2 (☐ 4) to your check that invokes the Attack trait.
☑ You may recharge a card that has the Divine trait to examine the top card (☑ or top 2 cards) of a location deck at any occupied location (☐ and during this examination, you may ignore any powers on the examined card).
☐ When you would bury or discard an armor for its power, you may recharge it instead.
☐ When you would discard or bury a card to examine a location deck, you may recharge it instead.

Favored Card Type: Spell
Weapon 1 ☐ 2
Spell 6 ☑ 7 ☑ 8
Armor 2 ☐ 3 ☐ 4
Item 1 ☐ 2 ☐ 3
Ally 1 ☐ 2
Blessing 4 ☑ 5 ☑ 6

Hand: Channel the Gift, Shield Cloak, Ruby of Charisma, Blessing of Abadar, Blessing of Lamashtu, Blessing of the Gods
Displayed: 0
Deck: 14 Discard: 0 Buried: 0
Notes: Shirt reroll not used in 8-00A.
Blessings available as needed.
Channel the Gift:
Channel the Gift
Spell 4

Traits
Magic
Arcane
Divine

Powers
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

Blessing of Abadar:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

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.


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

Find traps usage noted!
Divine 8 (Find Traps Recharge): 1d10 + 7 ⇒ (6) + 7 = 13 - Success

Scenario Condition: 1d4 ⇒ 2 - Taken to the Sand Elemental

Zarlova moves to the Woods.

Woods Card 1: Explore
She encounters the Blast Stone and easily obtains it.
Craft 4: 1d10 + 3 ⇒ (1) + 3 = 4 - Success

Woods Card 2: Explore
She reveals her Blessing of Qi Zhong, shuffling a random card from her discard (Blessing of the Lady of Graves) then discarding the blessing of Qi Zhong and exploring. It's a Large Chest. She has little chance to get this so just lets it pass.
Dexterity 14: 1d6 ⇒ 6 - Failure

Woods Card 3: Explore
She discards her Blessing of Cayden Cailean to keep going. It's an Elder Water Elemental. She banishes her Blast Stone and casts Cloudburst.
Combat 18: 1d10 + 3d6 + 7 + 4 + 1d4 ⇒ (2) + (1, 1, 3) + 7 + 4 + (4) = 22 - Success
Divine 13 (Cloudburst Recharge): 1d10 + 7 + 4 ⇒ (3) + 7 + 4 = 14 - Success, and will put it on top of deck

Woods Card 4: Explore
Still with an attack spells, Zarlova is feeling bold and discards her Blessing of the Seventh Veil to keep exploring. It is Muck Graul. She casts Death's Touch to automatically defeat it. (Still counts as undefeated as there was not the fire trait, but since it is the woods it gets banished anyway)
Divine 14 (Death's Touch Recharge): 1d10 + 7 + 4 ⇒ (5) + 7 + 4 = 16 - Success, and will put it on top of deck

With no cards left in hand, she ends her turn and draws up.

Zarlova wrote:

Hand: Death's Touch, Cloudburst, Divine Blaze, Helm of Electric Radiance, Cure, Blessing of the Everlight, Invincible Breastplate,

Displayed: Eagle Aerie,
Deck: 11 Discard: 5 Buried: 1
Notes: Cure: Heal for 1d4+1 cards at my location; Blessing of the Everlight: +2 dice to noncombat con/cha check; Eagle Aerie: When at my location, can recharge a card at the end of any turn to move;
Sideboard cards:

Card 1 of Woods acquired (and then used and banished)

Cards 2, 3, and 4 of Woods banished


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

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

Turn: 15, Seoni/Merisal

Random Cards:

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

Spoiler:
Elder Water Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18 The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.

Spoiler:
Ogre
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Spoiler:
Plague Zombie
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Spoiler:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.

Barriers
Spoiler:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.

Spoiler:
Battered Chest
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Mystic Inscription
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Ranger Stash
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Weapons
Spoiler:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Venomous Dagger +2
Weapon 3
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 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 the combat check.

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

Spoiler:
War Razor +1
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spoiler:
Quarterstaff
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Spells
Spoiler:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 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.

Spoiler:
Web
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

Spoiler:
Teleport
Spell 4
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 12 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.

Spoiler:
Toxic Cloud
Spell 2
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8 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.

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

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

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

Spoiler:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

Spoiler:
Chime of Unlocking
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.

Spoiler:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Spoiler:
Holy Water
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8 Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Wand of Treasure Finding
Item 5
Traits:
Arcane
Magic
Wand To Acquire:
Wisdom
Perception 7 Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

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

Spoiler:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

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

Spoiler:
Merchant
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.

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

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

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

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

Spoiler:
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

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

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Location #1: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Great Stone Bridge
Closed
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/Iammars,

Location #3: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/GMAndrew, None

Woods Card 1:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Woods Card 2:
Longsword +1
Weapon B
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 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.

Woods Card 3:
Grazuul
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Woods Card 4:
Stone Eater Enchanter
Villain 2
Type: Monster
Traits:
Outsider
Sorcerer
Acid
Veteran
To Defeat:
Constitution
Fortitude 7
THEN Combat 12
OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.

Location #5: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Merisal, None

Watchtower Card 1:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Watchtower Card 2:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Watchtower Card 3:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Watchtower Card 4:
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/MorkXII, None

Elemental Trenches Card 1 (Lightning Elemental):
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Elemental Trenches Card 2 (Belt of Giant Strength):
Belt of Giant Strength
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.

Elemental Trenches Card 3:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Elemental Trenches Card 4:
Invasion Plans
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Elemental Trenches Card 5:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.

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


Sorrina Westyr’s projection appears to every Pathfinder. Behind her is a map of the Asteroid, Aucturn’s Tear, lit up with different colors around the different regions.

“Good news, everyone! Our tactical reports coming from the region known as the Crater, tell us that the entire region has been claimed and is now safe for travel! Keep going, Pathfinders!”

Breaching through the defenses a large group of Pathfinders begins their descent into the Asteroid. As the defenses are broken the asteroid seems to groan in response as the gravity suddenly shifts.

GM's enact the earth event elemental manifestation.

The Crater has now been Claimed! The Vault Entrance is now discovered.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Merry Seoni is at the watchtower

1d4 ⇒ 1

Discards wand of treasure finding to electircic shock

She pokes around and finds a swarm of rats

"I nos a spell to suck the life out of you lot"

arcane 12 for complete victory: 1d12 + 6 + 1 + 2d4 ⇒ (5) + 6 + 1 + (1, 2) = 15

cards shuffled in from discard: 1d4 + 1 ⇒ (4) + 1 = 5

arcane life leech recharge 15: 1d12 + 6 + 1 ⇒ (4) + 6 + 1 = 11

Discard blessing of Nethys find ogre and guide next two cards

meet and greet the guide who then guides seoni to the ogre

Sign of wrath

arcane 14: 1d12 + 6 + 1 + 3d8 ⇒ (4) + 6 + 1 + (1, 3, 1) = 16

arcane 16 recharge: 1d12 + 6 + 1 ⇒ (8) + 6 + 1 = 15

Headband of alluring charisma used on all charisma rolls this turn

Seoni Tattooed Mystic wrote:

Hand: Blessing of Abadar 2a, Wand of treaure finding, Headband of alluring charisma, Dagger, fire hide armour, Swipe, Chaos stone, Life leech,

Displayed:
Deck: 17 Discard: 4 Buried: 1
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available Abadar for barriers Swipe available as well

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+1 [X6a]+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [X3] 7 [X6] 8

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check


Deck Handler

Beginning of turn
It's shocking in here! 1d4 ⇒ 3
Ow! Seoni takes 1 damage, discarding a Magnetic Grimoire.
Then, Appleslayer recharges Zae.

Move
Seoni moves to the Woods.

First Explore
Now in the Woods, Seoni decided to poke around a bit, exploring her way into a Staff of Minor Healing.
She may not be the most experienced with this item (sorry Zarlova), but decides to try to pick it up anyway.
Wisdom 7: 1d6 + 2 ⇒ (2) + 2 = 4
Unfortunately, she isn't that good at it and ends up breaking it.

Seoni takes a moment to scout around with her Wand of Flying, investigating into the Woods and the Watchtower. In the Woods, she finds a Longsword +1, and at the Watchtower she finds a Lightning Elemental. Having seen everything that she needs to see, she decides to stick around at the Woods. Her expertise at using wands means that the Wand of Flying automatically recharges.

With Vale Temros as her guide, Seoni decides to keep exploring the Woods.
Second Explore
Seoni encounters a Longsword +1, but knows that she has no hope of picking that up, and seeing as it isn't very useful, she just lets it go.

End of turn
Seoni spends a moment catching her breath, resetting her hand.

Dice for drawing cards:
1d6 + 1d5 + 1d4 ⇒ (5) + (2) + (2) = 9

Seoni, CB wrote:


Cards in Hand: Cloudburst, Ice and Fire, Swipe, Wand of Detect Magic, Acadamae Student, Appleslayer, Grizzled Mercenary
Cards in Deck: 3 unknown, Blessing of the Spellbound, Alaeron, Blessing of the Elements, Fire Snake, Create Mindscape, Zae, Wand of Flying
Discarded: Vale Temros, Magnetic Grimoire, Blessing of Pharasma, Rodrick, Blessing of the Spellbound, Buried: 0
Displayed:
Notes: Swipe: Reduce a combat DC by 3

Powers:

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


Electric zap?: 1d4 ⇒ 2 Recharge Shield Cloak to block.
Nothing in hand matching the traits for Elemental Trenches SoT power.

Recharge Channel the Gift to draw Divine Blaze from by deck.

Recharge Blessing of Abadar to examine Woods 3 and 4: Grazuul and Stone Eater Enchanger.
Recharge Blessing of Lamashtu to exmaine Watchtower 4: Lightning Elemental

Explore and encounter Lightning Elemental.
Cast Divine Blaze, discard Blessing of the Gods.
Combat 17: 1d8 + 7 + 2 + 3d8 + 1d8 ⇒ (5) + 7 + 2 + (4, 2, 1) + (4) = 25 Defeated.
Recharge Divine Blaze.
Close ET automatically.
Bury Ruby of Charisma (only card in hand).

End of turn, draw 7 cards.

Next turn:
Display Create Mindscape at Woods.

Grazzle wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10 +1
Craft +1
Survival +2
CHARISMA d8 +4
Divine +3

Powers
HAND SIZE 6 ☑7 ☐ 8
PROFICIENT WITH Light Armors
You automatically succed at your check to recharge a spell (☐ and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. (☐ If any of those cards have the Divine trait, you mya recharge a random card (☐ or 2 random cards) from your discard pile.) Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☑ 1 plus) twice the number of cards you discarded.
☑ Add 2 (☐ 4) to your check that invokes the Attack trait.
☑ You may recharge a card that has the Divine trait to examine the top card (☑ or top 2 cards) of a location deck at any occupied location (☐ and during this examination, you may ignore any powers on the examined card).
☐ When you would bury or discard an armor for its power, you may recharge it instead.
☐ When you would discard or bury a card to examine a location deck, you may recharge it instead.

Favored Card Type: Spell
Weapon 1 ☐ 2
Spell 6 ☑ 7 ☑ 8
Armor 2 ☐ 3 ☐ 4
Item 1 ☐ 2 ☐ 3
Ally 1 ☐ 2
Blessing 4 ☑ 5 ☑ 6

Hand: Cloudburst, Find Traps, Hide Armor, Cleric of Nethys, Blessing of Pharasma, Blessing of the Spellbound
Displayed: Create Mindscape
Deck: 11 Discard: 1 Buried: 1
Notes: Shirt reroll not used in 8-00A.
Blessings available as needed.
Find Traps:
Find Traps
Spell B

Traits
Magic
Divine

Powers
Discard this card to add 2 dice to any check to defeat a barrier.

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

Blessing of Pharasma:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

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

Blessing of the Spellbound:
Blessing of the Spellbound
Blessing B

Traits
Arcane
Divine
Basic

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
Discard this card to explore your location.

Create Mindscape:
Create Mindscape
Spell 3

Traits
Magic
Arcane
Divine
Mental

Powers
Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at htis location.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 11 or Perception 9 check to recharge it instead.


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

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

Turn: 18, Zarlova/GMAndrew

Random Cards:

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

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

Spoiler:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Spoiler:
Siren
Monster B
Traits:
Elite
Siren
To Defeat:
Wisdom 8 All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Spoiler:
Attic Whisperer
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10 The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Barriers
Spoiler:
Reduction Field
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13 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.

Spoiler:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Spoiler:
Battered Chest
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

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

Weapons
Spoiler:
Sling
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

Spoiler:
Longsword +2
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 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.

Spoiler:
Longbow +1
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 9 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.

Spoiler:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Giantbane Dagger +1
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spells
Spoiler:
Levitate
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 6 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.

Spoiler:
Holy Light
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12 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.

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

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

Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 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.

Spoiler:
Magic Studded Leather Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5 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.

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

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

Spoiler:
Chime of Unlocking
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.

Spoiler:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

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

Spoiler:
Greater Luckstone
Item 4
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Allies
Spoiler:
Aldern Foxglove
Ally 1
Traits:
Human
Noble To Acquire:
Charisma
Diplomacy 4 Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

Spoiler:
Cat
Ally 3
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 8 Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.

Spoiler:
Sheriff Hemlock
Ally B
Traits:
Human
Warrior To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.

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

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

Blessings
Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

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

Spoiler:
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

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

Blessings Remaining: 12

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Location #1: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Great Stone Bridge
Closed
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #3: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/GMAndrew, Seoni/Iammars, None

Woods Card 1 (Grazuul):
Grazuul
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

Woods Card 2 (Stone Eater Enchanter):
Stone Eater Enchanter
Villain 2
Type: Monster
Traits:
Outsider
Sorcerer
Acid
Veteran
To Defeat:
Constitution
Fortitude 7
THEN Combat 12
OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.
Location #5: Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/Merisal, None

Watchtower Card 1 (Lightning Elemental):
Lightning Elemental
Henchman 2
Type: Monster
Traits:
Elemental
To Defeat:
Combat 17 The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Elemental Trenches
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/MorkXII, None


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

Scenario Condition: 1d4 ⇒ 2 - Recharge Helm of Electric Radiance to prevent damage

Zarlova casts Cure on herself.
Cure (Zarlova): 1d4 + 1 ⇒ (2) + 1 = 3 - Blessing of the Qi Zhong, Crow, Blessing of the Seventh Veil

Woods Card 1: Explore
She explores, finding a Grazuul. She casts Death's Touch to just win. It would be undefeated, but since it's the Woods, it gets banished anyway.
(Forgoing recharging Death's Touch)

(Zarlova not really setup to defeat villain. Would have to use her good blessing on the Con check to explore so doesn't seem worth it for her to do it)

She ends her turn and draws up.

Zarlova wrote:

Hand: Cloudburst, Divine Blaze, Blessing of the Everlight, Invincible Breastplate, Blessing of the Seventh Veil, Blessing of the Lady of Graves, Crow,

Displayed: Eagle Aerie,
Deck: 13 Discard: 3 Buried: 1
Notes: Blessing of the Everlight: +2 dice to noncombat con/cha check; Blessing of the Seventh Veil: +2 dice to noncombat int/cha check; Blessing of the Lady of Graves: +2 dice on a check that invokes undead trait OR bury this card after a check is made for any character to add or subract their wisdom skill to any check (mine is 1d10+4); Eagle Aerie: When at my location, can recharge a card at the end of any turn to move;
Sideboard cards:

Card 1 of Woods Banished

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni stumbles around the watchtower at the hour of the gods

1d4 ⇒ 4 No shock Woo!

She finds a lighning elemental

"OK Zarta can have her wand back"

Discarding wand of treasure finding and burying the chaos stone to give it some oompf and touching her headband for luck. Seoni blasts the wand with arcane force into the elemental

arcane 17: 1d12 + 6 + 1d6 + 2 + 1 + 5 ⇒ (5) + 6 + (6) + 2 + 1 + 5 = 25

Banishes dagger to close the watchtower

Seoni Tattooed Mystic wrote:

Hand: Blessing of Abadar 2a, Surgeon, Headband of alluring charisma, Blessing of Pharasma 2, fire hide armour, Swipe, Scrying, Blessing of Abadar 2b,

Displayed:
Deck: 13 Discard: 5 Buried: 2
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available Abadar for barriers Swipe available as well

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+1 [X6a]+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [X3] 7 [X6] 8

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( [ ]+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X4] You may bury a card to add its adventure deck number to your check


Seoni gets a random weapon closing the Watchtower. It is a Sling.


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

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

Turn: 20, Seoni/Iammars

Random Cards:

Monsters
Spoiler:
Skeleton
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

Spoiler:
Ogre
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Spoiler:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.

Spoiler:
Faceless Stalker
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Spoiler:
Shining Child
Monster 5
Traits:
Outsider
To Defeat:
Combat 20 The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Barriers
Spoiler:
Hand Chopper
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Spoiler:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Dance With Squealy Nord
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18 If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby


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

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

Weapons
Spoiler:
Venomous Heavy Crossbow +2
Weapon 5
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

Spoiler:
Sling
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

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

Spoiler:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Runechill Hatchet +2
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

Spoiler:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 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.

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

Spoiler:
Raise Dead
Spell 5
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

Spoiler:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 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.

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

Items
Spoiler:
Headband of Inspired Wisdom
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom 7 Reveal this card to add 2 to your Wisdom check. You may play another item on this check.

Spoiler:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.

Spoiler:
Crowbar
Item B
Traits:
Basic
Tool To Acquire:
Strength 3 Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.

Spoiler:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Magic To Acquire:
Intelligence
Arcane 9 For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

Spoiler:
Crowbar
Item B
Traits:
Basic
Tool To Acquire:
Strength 3 Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.

Allies
Spoiler:
Poog of Zarongel
Ally P
Traits:
Cleric
Goblin To Acquire:
Charisma
Diplomacy
Divine 7 Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
"Poog say Zarongel is the best,
He help burn things and heal the rest.
Zarongel's favor makes Poog bleed.
And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song


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

Spoiler:
Pyromaniac Mage
Ally 5
Traits:
Human
Wizard To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13 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.

Spoiler:
Velociraptor
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 14 Discard this card to explore your location; add 2d6 to your combat checks during this exploration.

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

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

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

Spoiler:
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

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

Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

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

Blessings Remaining: 10

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Location #1: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Great Stone Bridge
Closed
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #3: Windswept Chasm
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zarlova/GMAndrew, Seoni/Iammars, None

Woods Card 1 (Stone Eater Enchanter):
Stone Eater Enchanter
Villain 2
Type: Monster
Traits:
Outsider
Sorcerer
Acid
Veteran
To Defeat:
Constitution
Fortitude 7
THEN Combat 12
OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.
Location #5: Watchtower
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/Merisal, None

Location #6: Elemental Trenches
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/MorkXII, None


Deck Handler

Beginning of turn
It's shocking in here! 1d4 ⇒ 2
Ow! Seoni takes 1 damage, discarding Appleslayer.

First Explore
Seoni explores the Woods, coming across a Stone Eater Enchanter. First, deals 1 Acid damage to her, which gets rid of her Wand of Detect Magic.
Then, the villain tests her Fortitude, which is helped by Zarlova's Blessing of the Everlight, Grazzle's Blessing of the Spellbound, and Merry Seoni's Blessing of Abadar
Constitution 12: 5d6 ⇒ (2, 5, 2, 6, 3) = 18
Having passed that test, Seoni now plans on killing the creature using Ice and Fire, along with her Acadamae Student, Merry Seoni's Blessing of Pharasma, Zarlova's Blessing of the Seventh Veil, and Grazzle's Blessing of Pharasma.
Combat 17: 6d12 + 2d8 + 1d4 + 9 ⇒ (4, 10, 11, 6, 5, 1) + (3, 2) + (1) + 9 = 52

I, uh, think that's good enough. :p

Seoni, CB wrote:


Cards in Hand: Cloudburst, Swipe, Grizzled Mercenary
Cards in Deck: 3 unknown, Blessing of the Spellbound, Alaeron, Blessing of the Elements, Fire Snake, Create Mindscape, Zae, Wand of Flying, Acadamae Student, Ice and Fire
Discarded: Wand of Detet Magic, Appleslayer, Vale Temros, Magnetic Grimoire, Blessing of Pharasma, Rodrick, Blessing of the Spellbound, Buried: 0
Displayed:
Notes: Swipe: Reduce a combat DC by 3

Powers:

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


Sorrina Westyr urgently projects her image to speak to every Pathfinder, and appears to be holding tightly to a steel ring near an alien device.

“Everyone, brace yourselves. We have finished repairs of a strange craft on the bright side of the asteroid, and the engines will fire shortly, hopefully causing this rock to spin and even out the extreme temperatures. This may get a bit bumpy though in three…two…one... Hold on!”

A sudden jolt shakes the entire asteroid, sending anything unsecured reeling as the stars begin to spin overhead.

Table GMs, the Engines benefit is now in play.


“More good news! I have just received word that Pathfinder Hector and his companions have claimed the Frozen City and it is now safe for travel! Keep going, Pathfinders!”

The small group begins to push their way through deeper into the icy reservoir of the asteroid. The asteroid seems to return the favor as rain begins to fall.

GM's enact the Water event elemental manifestation.

The Frozen City has now been Claimed! The Icy Reservoir is now discovered.


Reward Summary
Report one Earth success to the Overseer GM.
Each character chooses weapon or spell and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

Current Pool
Crow (Ally B)
Grizzled Mercenary (Ally 1)
Vale Temros (Ally 3)
Guide (Ally B)
Pyromaniac Mage (Ally 5)

Hide Armor of Fire Resistance (Armor 2)
Winged Shield (Armor 5)

Blessing of Lamashtu (Blessing 1)

Blast Stone (Item B)
Wand of Treasure Finding (Item 5)
Potion of Gracefulness (Item 1)

Quarterstaff (Weapon B)
Sling (Weapon B)


  Not all of the elemental creatures fought of their own volition. Some were enslaved warriors, but you managed to free them and ask the lay of the land. Apparently Aucturn’s Tear is where the evil elemental lord of earth Ayrzul stores his greatest treasure, deep within a vault in the asteroid. There are two likely ways to the interior. One is on the asteroid’s dark side, which is now a frozen field of icy caverns. The other is on the asteroid’s bright side, now a labyrinth of sizzling tunnels cooked by the sun. The choice is yours, Pathfinders. Which way do you go?


Item 5: 1d1 ⇒ 1 Magnetic Grimoire (4)
Armor 5: 1d1 ⇒ 1 Lifecollar Coat (4)


Everyone chose spell.

Upgrade Pool
Guide (Ally B)
Pyromaniac Mage (Ally 5)
Crow (Ally B)
Grizzled Mercenary (Ally 1)

Vale Temros (Ally 3)
Hide Armor of Fire Resistance (Armor 2)
Winged Shield (Armor 5)

Blessing of Lamashtu (Blessing 1)

Blast Stone (Item B)
Wand of Treasure Finding (Item 5)
Potion of Gracefulness (Item 1)

Arcane Armor (Spell B)
Cure (Spell B)
Mass Cure (Spell 4)
Disintegrate (Spell 5)

Quarterstaff (Weapon B)
Sling (Weapon B)

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