Radovan Z. |
On Ranzak's turn... giving of Shortsword noted. Thanks!
At the start of Enora's turn... Discard Rodrick to draw Incitation from discard.
Hand: Shortsword, Burglar's Buckler, Embalming Fluid, Alaeron, Blessing of the Quartermaster 2, Incitation,
Displayed:
Deck: 12 Discard: 4 Buried: 1
Current Location: Oubliette
Hero Points: 1
NOTES:
Available Support: BotQ and Incitation both available
Movement: If location closes, move to: Lair
Middle of Deck (Unknown Order): Blessing of the Quartermaster 1, Alchemical Cartridges, Dagger Pistol +1, Snick, Blessing of Abadar, Galvanic Chakram +1, Double Chicken Saber +1
Recharged: Thieves' Tools, Droogami, Appleslayer, Blessing of the Elements, Zae,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Cha +2
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
WotR Enora |
Prayer: When this is the hour: No effect.
Enora looks up from her reading. "You found him? Excellent."
Core
Story Bane 2
Traits:
Incorporeal
Undead
Veteran
Wraith
To Defeat:
Combat 13+##
OR Divine 8+#
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Deciding that their client would be happier if she chose the peaceful option, Enora uses her knowledge of rituals to lay the Wraith to rest.
No point in hiding the result. There are enough blessings for each of the guard checks to use 1 and for Enora to use 2.
Divine 8 +2 +3 casting Fire Snake, discarding Frilled Lizard, Radovan freely discards Incitation to bless, Radovan recharges Blessing of the Quartermaster: 3d12 + 2d4 + 2 ⇒ (4, 5, 7) + (4, 2) + 2 = 24
The Wraith struggles and tries to escape but...
Radovan Z. |
On Enora's check: Incitation freely discarded, BotQ 2 recharged.
Radovan springs into action to guard the Oubliette - We don't want no stinkin' Wraith in our fine l'il oubliette now...
Discard Korundo's BotSamurai
Fort 5+2=7: 2d8 + 2 ⇒ (2, 8) + 2 = 12
Oubliette is guarded!
JohnF-1016 Ranzak |
Ranzak guards the Lair.
Recharge Emerald of Dexterity to roll d10s rather than d4s; reveal Reformarium Servand and discard Alchemist's Fire to add a d4; Discard (or recharge?) Blessing of the Samurai to bless the check
Strength/Melee 5+#=7: 2d10 + 1d4 ⇒ (3, 3) + (2) = 8
Wow! I thought that was going to be overkill on the check!
Still, we made it. We win!
BR Yewstance |
@Ranzak You certainly get to recharge Blessing of the Samurai in this case. As per the rulebook; the check listed by the card you're making the check against (in this case, the location) says "Melee", so you add the Melee trait to your check no matter what die or skill you end up using. As mentioned previously, a "Melee check" just means "a check that has the Melee trait", so you're good.
================================================
COMPLETED SCENARIO 2A: LADY TULA'S LAMENT
TIER PROGRESSION:
All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
Radovan, Enora, Korundo -> Tier 2, 1XP
Ranzak -> Tier 2, 3XP
SCENARIO REWARD:
DEVELOPMENT:
As Bassy predicted, you found the great dragon's bones stuck deep in the earthen mound above Lady Tula's tomb. If the dragon Aeteperax is plaguing Belhaim, it is doing so without its skeleton.
Deep in the crypt, Lady Tula's spirit approached you with a request. When you slew her husband's wraithform, she bade you to bring her his wedding band. This would permit him a rest eternal, ending the centuries long strife in the tomb. You did this deed, and Lady Tula beckoned you to take her sword Wyrmsmite and her dragonsbane arrows in return.
So armed, you left the tomb in far better shape than when you found it. You are confident that Lady Tula's spirit will guide your hand against whatever dragon threatens Belhaim. Assuming of course, that a dragon actually does.
Deep in the crypt, Lady Tula's spirit approached Enora with a request. Enora may have exorcised her husband's wraithform, but his malice yet lingered, and so she bade you to bring her his wedding band. This would permit him a rest eternal, ending the centuries long strife in the tomb. You did this deed, and Lady Tula beckoned you to take her sword Wyrmsmite and her dragonsbane arrows in return.
So armed, you left the tomb in far better shape than when you found it. You are confident that Lady Tula's spirit will guide your hand against whatever dragon threatens Belhaim. Assuming of course - Radovan points out - that a dragon actually does.
ACQUIRED CARDS:
Sadly, the location deck shuffler was not kind; you had almost no chance to gather any Level 2 boons in the scenario.
Frog (Ally 0)
Sage (Ally 0)
Lookout (Ally 0)
Archer (Ally 0)
Droogami (Ally 1)
Magic Leather Armor (Armor 1)
Incitation (Blessing 0)
Benefaction (Blessing 0)
Prayer (Blessing 0)
Shelyn's Song (Blessing 1)
Irori's Mastery (Blessing 1)
Shelyn's Song (Blessing 1)
Sage's Journal (Item 0)
Enchant Weapon (Spell 0)
Soothing Word (Spell 0)
Knock (Spell 1)
Shortsword (Weapon 0)
Mace (Weapon 0)
BR Yewstance |
SCENARIO 2B: A PIECE OF THE AUCTION
"Put those exotic parakeets over there!" shouts the auctioneer. "No, you idiot, not next to the grizzly bear rug! It'll eat them!"
You have never seen a wizard's estate go to auction before. You did not expect it to be this disorderly. Perhaps it's the pressure from the attendees: artifact collectors, emotionless Kalistocrats, a host of sorcerous assistants, and the citizenry of Belhaim. All are here for the spectacle, some are here to enrich themselves at the expense of others. This is not of your concern, you seek clues as to why some townsfolk have gone missing.
"You there!" demands a handsomely bedecked man in the feathered red hat. "Have you seen a rare book lot around here? My employer wishes a report in the greatest haste!"
You think you know what books he speaks of. Last month, the wizard Hunclay conspired with local kobolds to demolish a historic tower, and perished in the conspiring thereto.
The kobolds worked for a being that claimed to be the long-perished dragon Aeteperax, who sought a book called Secrets of the Dreaming Dark. You unearthed it in a cave near the wizard's manor, along with other rare and magical tomes.
To your surprise, you do not see that lot here.
Before you can answer, the auctioneer Chosk Grellen bids you to take your seats."The estate auction of Master Balthus Hunclay shall now commence. Please command your attention to lot number one, an assortment of clockwork lab equipment certain to..."
You tune him out, but keep your eyes on the others present. Every now and then, to avoid suspicion, you bid on a lot or two. But you have concerns that this auction won't end with a gavel dropping. At least without an accompaniment of screams.
On the horizon, you spy large wings beating in the sky. Something big is coming to the auction, and you suspect it doesn't plan to leave empty-clawed.
SETUP:
LOCATIONS:
1 - Plaza
THREAT LIST:
DURING THIS SCENARIO:
WotR Enora |
Hand: Locate Object, Binder's Tome, Sapphire of Intelligence, Cure, Blessing of Milani, Blessing of the Spellbound 2, Pyrotechnic Blast,
Displayed:
Deck: 9 Discard: 0 Buried: 0
"Current Location: Plaza
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for usBlessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Blessing of Milani: +2 dice vs Dexterity or Wisdom non-combat check.
Movement: Move me to the same location as Korundo if my location closes.
Other: Hi I'm Enora! Please bot me if I need to Guard my location!"
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
"Arcane Intelligence +1"
Craft Intelligence +1
"Knowledge Intelligence +3"
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane Light Armor X
POWERS:
When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
After you play a spell, you may recharge a random spell from your discard pile.
Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.
Radovan Z. |
Hand: Dagger Pistol +1, Thieves' Tools, Alaeron, Zae, Blessing of Abadar,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Plaza
Hero Points: 1
NOTES:
Available Support: BoAbadar: +2 dice vs barriers
Alaeron: Discard this card to add 1d6 and the Fire or Poison trait to a combat check by a character at your location.
Movement: If location closes, move to: n/a
Middle of Deck (Unknown Order): Burglar's Buckler, Alchemical Cartridges, Snick, Blessing of the Quartermaster 1, Blessing of the Elements, Galvanic Chakram +1, Double Chicken Saber +1, Blessing of the Quartermaster 2, Appleslayer, Rodrick, Embalming Fluid
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Cha +2
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Korundo - Akaitora |
I assumed that Korundo could take Wyrmsmite, but let me know if any of you want to take it instead.
Korundo's favored card type will be Ally. His cohort for this mission will be Leryn.
Hand: Snow Leopard, Cure, Fox, Blessing of Shax, Wolfhide Armor,
Displayed: Leryn,
Deck: 12 Discard: 0 Buried: 0
Current Location: Plaza
Hero Points: 1
NOTES:
Available Support: For this mission, feel free to use Blessings for anything you need. You can recharge Fox to add 1d4 to your Wisdom or Intelligence check, or Snow Leopard to add 1d4 to your Combat check; just don't recharge bothOther: Leryn is giving Korundo Perception: Wisdom+2.
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 ☐ +1 ☐ +2
Favored Card: Ally or Spell
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Divine, Weapons, ☐Armor
POWERS:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
☐ Add 1d4 to your check that invokes the Animal trait.
JohnF-1016 Ranzak |
Hand: Returning Throwing Axe +1, Wolfhide Armor, Thieves' Tools, Emerald of Dexterity, Reformarium Servant, Blessing of the Samurai #1, Blessing of Erastil,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Plaza
Hero Points: 2
NOTES:
Available Support: Blessings generally available.
Movement: Ranzak sticks closely to Radovan
Other: Starred boons updated to new versions
Dexterity d10 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☐ 8 ☐ 9
Proficiencies:
Light Armors, Weapons
POWERS:
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 (☑ +1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
BR Yewstance |
And we're off! Have fun auction-goers! Just don't forget you've got more turns than there are cards to gather; you just need to succeed at acquiring more boons than not if you want to win.
===============================================
During This Adventure: =
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 2
Turn: 1, Korundo/Akaitora
Monsters
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Barriers
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Core
Barrier 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Weapons
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spells
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Force
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Items
Core
Item 0
Traits:
Attack
Fire
Magic
Staff To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Core
Item 1
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
Core
Item 1
Traits:
Magic
Object To Acquire:
Strength
Dexterity
Constitution 11
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Allies
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Core
Ally 1
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Core
Ally 0
Traits:
Animal
Mount To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Core
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Blessings
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Hour Power: If you are at a Wild location, you may discard a card to explore.
Top of Blessing Discard Pile:
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Remaining: 34
Blessings Deck
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Henchman Proxy A2
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Henchman Proxy A4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Drake
Core
Story Bane 1
Traits:
Dragon
Veteran
To Defeat:
Combat 10+##
THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Henchman Proxy A3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1. To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1. To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Location #1: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 6 W: 5 Sp: 5 Ar: 5 I: 6 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
Core
Weapon 0
Traits:
Melee
Sword To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Item 2
Traits:
Magic
Object To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Item 0
Traits:
Accessory
Magic To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Item 0
Traits:
Object To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Weapon 0
Traits:
Axe
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Item 0
Traits:
Tool To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Armor 0
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Weapon 0
Traits:
Ranged
Sling To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
WotR Enora |
Enora is enthusiastic and starts the bidding early.
Basically to let us get a feel for the process Lini will cast Locate Object. Plaza Card 1 Longsword. No trigger. Encounter Longsword. Location ability triggers so I pull a second weapon. Random weapon #1 Shortbow. Both are 0s and Shortbow will be easier to acquire so Enora banishes Longsword.
charisma 6 revealing Binder's Tome: 1d8 + 1d4 ⇒ (4) + (2) = 6
DC is not 1d8 higher. Shortbow has the ranged trait so Enora will be Recharging Ranzak's Blessing of the Samurai.
Dexterity 5 to acquire Shortbow Recharging Ranzak's Blessing of the Samurai: 2d6 ⇒ (1, 1) = 2
Not worth rerolling. Shortbow goes on the Hoard pile.
Enora attempts to recover all cards in their Recovery pile.
Locate Object: Enora 8: 1d12 + 3 ⇒ (7) + 3 = 10 -> Locate Object recharged.
Korundo - Akaitora |
Starting Korundo's turn. It is the hour of Erastil's Eye. Hour Power: If you are at a Wild location, you may discard a card to explore.
Korundo saw as Enora excitedly rush into the hoard pile as soon as the attackers made themselves known. "Eh, no reason not to." - thought Korundo as he joined her.
[ooc]I'm going to use Yewstance's rule. Since Enora used Locate Object to examine and encounter only the top card of the location, I will continue with the cards in the order posted to avoid requiring a shuffle.
After the start of his turn, Korundo displays Leryn, which will be giving him Perception: Wisdom +2.
Korundo will explore to encounter Plaza Card 2: Drowning Mud. Korundo will try to defeat it.
CtD Survival 6: 1d8 + 4 ⇒ (2) + 4 = 6
Barely, but defeated! Making things interesting from the start, I see. Korundo will discard Snow Leopard to explore again and encounter Card 3: Trapped Chest. This could get interesting. For his check to defeat, Korundo will discard his Blessing of Shax. Hour doesn't have the corrupted trait.
CtD Melee 13: 3d10 + 2 ⇒ (5, 9, 1) + 2 = 17
Defeated! I think I currently have best chances of acquiring a spell, so I will go for that. I will summon and encounter Random Spell 1: Acid Arrow. Location power triggers, which summons Random Spell 2: Force Missile. Both intelligence only, which is unfortunate. Erasmus will try his hand at Force Missile
For his check to acquire, Korundo will recharge Fox to add 1d4.
CtA Intelligence 4: 2d4 ⇒ (1, 3) = 4
Acquired! Random spell 1 banished by location power. Random spell 2 added to the victory pile.
Korundo notices that their foes have been planning their attack for longer than it originally seemed, as he comes across a rather obvious mud trap. He skips over it to find a chest which appears to be trapped. A hit of his club and the trap is no more.
He is dissappointed to find the contents of the chest are only cheap-looking arcane spells. He picks one at random and brings it to Enora to keep.
Korundo will end his turn. When he does, he will put Leryn on top of his deck to examine the top 2 cards of Plaza. Korundo examines Card 4: Commune (Spell 1), and Card 5: Banner of the Ancient Kings (Item 2)!
Watch out for those high-Wisdom checks to acquire guys!
Korundo then resets his hand.
Hand: Animal Call, Cure, Charm Animal, Call Animal, Wolfhide Armor,
Displayed: Leryn,
Deck: 10 Discard: 2 Buried: 0
Current Location: Plaza
Hero Points: 1
NOTES:
Available Support: For this mission, feel free to use Blessings for anything you need. You can recharge Fox to add 1d4 to your Wisdom or Intelligence check, or Snow Leopard to add 1d4 to your Combat check; just don't recharge bothOther: Leryn is giving Korundo Perception: Wisdom+2.
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 ☐ +1 ☐ +2
Favored Card: Ally or Spell
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Divine, Weapons, ☐Armor
POWERS:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
☐ Add 1d4 to your check that invokes the Animal trait.
In case of spreader banes, Korundo is going to bury Charm Animal to get a random ally with the animal trait: Snake. Korundo will also discard his Animal Call to draw his Fox from his deck.
Hand: Fox, Cure, Snake, Call Animal, Wolfhide Armor,
Displayed: Leryn,
Deck: 9 Discard: 3 Buried: 1
Current Location: Plaza
Hero Points: 1
NOTES:
Available Support: For this mission, feel free to use Blessings for anything you need. You can recharge Fox to add 1d4 to your Wisdom or Intelligence check, or Snake to add 1d4 and the Poison trait to your Combat check; just don't recharge bothOther: Leryn is giving Korundo Perception: Wisdom+2.
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 ☐ +1 ☐ +2
Favored Card: Ally or Spell
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Divine, Weapons, ☐Armor
POWERS:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
☐ Add 1d4 to your check that invokes the Animal trait.
Radovan Z. |
It is the hour of Shelyn's Song. When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
Radovan enters the auction bidding and soon finds himself staring at a scroll, the sort of thing he's not much used to.
Free explore: Plaza 4
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Location Power: encounter random Spell 3
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Enora reveals Binder's Tome
BA Diplomacy 6: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5
difficulty increase: 1d8 ⇒ 5
Pausing my turn to get Discord question answered. If I can still evade this encounter I will, since the chance of making the check is low.
Radovan Z. |
Ok, by my reading of the rules, once I do the Before Acting check my chance to evade has passed. Interestingly, I think this probably also means that the Plaza location power rule needs to be resolved *before* the scenario BA check, meaning that you can't wait until you see the result of the BA check before deciding which boon to encounter (which is exactly what I was trying to do). The fairest thing to do seems to me to just say that I fail the acquire check, regardless of whether I was going for Commune or Viper Strike. If it somehow matters which one, I'll roll randomly:
1 is Commune, 2 is Viper Strike: 1d2 ⇒ 1
Commune is added to the hoard pile.
Discard Alaeron to explore Plaza 5
Core
Item 2
Traits:
Magic
Object To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Core
Item 0
Traits:
Attack
Fire
Magic
Staff To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Banish Flame Staff
Enora reveals Binder's Tome
BA Diplomacy 6: 1d8 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4 Bah
increased difficulty: 1d8 ⇒ 2
Enora reveals Binder's tome
Radovan recharges (due to the hour power) Blessing of Abadar
Diplomacy 10+2=12: 2d8 + 2 + 1d4 ⇒ (2, 2) + 2 + (4) = 10 Double Bah
Banner of the Ancient Kings is added to the hoard pile.
Discard Zae to explore Plaza 6
Radovan soon finds a poison gas trap and wishes that he had brought his friend Fell Viridio with him.
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Discard Thieves' Tools to defeat - Poison Gas is banished.
Recharge Thieves Tools? Disable 8: 1d8 + 4 ⇒ (6) + 4 = 10
End turn, reset hand.
Hand: Dagger Pistol +1, Galvanic Chakram +1, Embalming Fluid, Appleslayer, Blessing of the Quartermaster 1,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Current Location: Plaza
Hero Points: 1
NOTES:
Available Support: BotQ
Movement: If location closes, move to: n/a
Middle of Deck (Unknown Order): Double Chicken Saber +1, Snick, Rodrick, Blessing of the Quartermaster 2, Burglar's Buckler, Alchemical Cartridges, Blessing of the Elements
Recharged: Blessing of Abadar, Thieves' Tools,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Cha +2
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Turn Summary:
* Plaza cards 4 & 5 added to the hoard.
* Plaza card 6 banished.
BR Yewstance |
Note that I've corrected the actual Danger for this scenario (the Threat Texts spreadsheet will have to be updated later).
Korundo's Force Missile was not added to the Winnings Pile - it wasn't from a location deck, so the scenario rule never applied to it.
Also, I'm going to try to pursue a rule query about the scenario rule and what 'from a location deck' means, given the Plaza's power. I'm sure the intent is that the new Plaza card is still 'from the location' for the scenario to work right, but I'm going to look for clarification once the forum works correctly for me.
==========================
During This Adventure: =
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 2
Turn: 3, Ranzak/JohnF
Monsters
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Barriers
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Weapons
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spells
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Items
Core
Item 0
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Item 1
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Core
Item 1
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Item 1
Traits:
Magic
Object To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Allies
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Core
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Core
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Core
Ally 1
Traits:
Acid
Animal To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Blessings
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1. To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hour Power: On your check, you may discard a card to reroll 1 die showing 1 or 2.
Top of Blessing Discard Pile:
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessings Remaining: 32
Blessings Deck
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Henchman Proxy A2
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Henchman Proxy A4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Drake
Core
Story Bane 1
Traits:
Dragon
Veteran
To Defeat:
Combat 10+##
THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Henchman Proxy A3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1. To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1. To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Location #1: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 3 W: 4 Sp: 4 Ar: 5 I: 5 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
Core
Item 0
Traits:
Accessory
Magic To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Item 0
Traits:
Object To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Weapon 0
Traits:
Axe
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Item 0
Traits:
Tool To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Armor 0
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Weapon 0
Traits:
Ranged
Sling To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Location #2: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: WINNINGS PILE
Location #3: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: HOARD PILE
Core
Item 2
Traits:
Magic
Object To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Korundo - Akaitora |
Korundo should have had Force Missile in his hand at the end of his turn, so this is his actual hand.
Hand: Fox, Cure, Snake, Force Missile (Core), Wolfhide Armor,
Displayed: Leryn,
Deck: 10 Discard: 3 Buried: 1
Current Location: Plaza
Hero Points: 1
NOTES:
Available Support: For this mission, feel free to use Blessings for anything you need. You can recharge Fox to add 1d4 to your Wisdom or Intelligence check, or Snake to add 1d4 and the Poison trait to your Combat check; just don't recharge bothOther: Leryn is giving Korundo Perception: Wisdom+2.
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 ☐ +1 ☐ +2
Favored Card: Ally or Spell
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Divine, Weapons, ☐Armor
POWERS:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
☐ Add 1d4 to your check that invokes the Animal trait.
JohnF-1016 Ranzak |
Plaza card 1 is an Item 0 - Bracers of Protection (CtA Int 5)
From the location power, the alternate is also an Item 0 - a Token of Remembrance (Int or Wis 5)
I'll keep the Emerald of Dexterity in reserve in case I run into a level 2 boon
BA: Cha 6: 1d6 ⇒ 5 The difficulty of the CtA increases by 1d8 ⇒ 3
As Ranzak only has a d4 for either of the options, it doesn't make much difference which one he encounters. Let's go for the Token.
With the increase in difficulty Ranzak will ask Korundo to recharge his Fox to add another 1d4. That's still less than a 70% chance, though, so he'll also ask Enora to recharge her Blessing of the Spellbound. That puts the odds up over 90% (with a chance at a second exploration)
Int/Wis 5+3=8: 4d4 + 1 ⇒ (2, 1, 1, 3) + 1 = 8 The dice are certainly not being generous today.
Fortunately that's (just) good enough - we've got our first acquisition!
Explore again 3?: 1d6 ⇒ 2 The dice are still unfriendly, though.
It's not worth spending resources to get another exploration, though, so Ranzak will end his turn and reset his hand, drawing Alchemist's Fire and a Blessing of the Samurai
Hand: Returning Throwing Axe +1, Alchemist's Fire, Thieves' Tools, Emerald of Dexterity, Reformarium Servant, Blessing of the Samurai #2, Blessing of Erastil,
Displayed: Wolfhide Armor,
Deck: 9 Discard: 0 Buried: 0
Current Location: Plaza
Hero Points: 2
NOTES:
Available Support: Blessings generally available.
Movement: Ranzak sticks closely to Radovan
Other: Starred boons updated to new versions
Dexterity d10 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☐ 8 ☐ 9
Proficiencies:
Light Armors, Weapons
POWERS:
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 (☑ +1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
Turn summary:
Acquired our first boon!
Korundo needs to recharge his Fox
Enora needs to recharge her Blessing of the Spellbound
I don't believe Ranzak can evade any monster he encounters from the hourglass without triggering the penalty clause, so he's going to be a little more cautious during this scenario
WotR Enora |
Benefaction: When this is the hour: No effect.
Pass Cure to Kotundo.
Enora decides to bid more.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
or
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Choosing Clockwork Servant.
charisma 6 to not make harder revealing Binder's Tome: 1d8 + 1d4 ⇒ (8) + (4) = 12
craft 6: 1d12 + 3 ⇒ (3) + 3 = 6
Clockwork Servant added to win pile. End turn.
Hand: Fire Snake, Binder's Tome, Sapphire of Intelligence, Spellbook, Blessing of Milani, Mind Thrust 1, Pyrotechnic Blast,
Displayed:
Deck: 8 Discard: 0 Buried: 0
"Current Location: Plaza
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for usBinder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Blessing of Milani: +2 dice vs Dexterity or Wisdom non-combat check.
Movement: Move me to the same location as Korundo if my location closes.
Other: Hi I'm Enora! Please bot me if I need to Guard my location!"
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
"Arcane Intelligence +1"
Craft Intelligence +1
"Knowledge Intelligence +3"
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane Light Armor X
POWERS:
When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
After you play a spell, you may recharge a random spell from your discard pile.
Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.
Korundo handed Cure.
Plaza card 2 added to win pile.
Random ally #1 banished.
JohnF-1016 Ranzak |
I'd missed that Binder's Tome adds 1d4 to a Charisma check; Ranzak should be using that on his BA checks to avoid the 1d8 increase in difficulty!
BR Yewstance |
During This Adventure: =
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 2
Turn: 5, Korundo/Akaitora
Monsters
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Monster 1
Traits:
Halfling
Wizard
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 1
Traits:
Animal
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Core
Monster 1
Traits:
Ghoul
Undead
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Barriers
Core
Barrier 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Weapons
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
Core
Weapon 0
Traits:
Bow
Ranged To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Core
Weapon 1
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Spells
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armors
Core
Armor 2
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
Core
Item 0
Traits:
Magic
Object To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Item 1
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 6
On your check against a story bane, reveal to add 1d4.
On a local check against a bane, bury to add your Knowledge.
Allies
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Core
Ally 0
Traits:
Animal
Mount To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Core
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy
Disable 6
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Core
Ally 2
Traits:
Construct
Magic To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Blessings
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hour Power: After discarding any number of cards as damage, draw a card.
Top of Blessing Discard Pile:
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessings Remaining: 30
Blessings Deck
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Henchman Proxy A2
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Henchman Proxy A4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Drake
Core
Story Bane 1
Traits:
Dragon
Veteran
To Defeat:
Combat 10+##
THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Henchman Proxy A3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1. To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1. To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Location #1: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 3 W: 4 Sp: 4 Ar: 5 I: 4 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Item 0
Traits:
Object To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Weapon 0
Traits:
Axe
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Item 0
Traits:
Tool To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Armor 0
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Weapon 0
Traits:
Ranged
Sling To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Location #2: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: WINNINGS PILE
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Location #3: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: HOARD PILE
Core
Item 2
Traits:
Magic
Object To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Korundo - Akaitora |
During Ranzak's turn, Korundo recharges his Fox.
During Enora's turn , Korundo received Cure from Enora. I might have to discard it unfortunately, as right now it's just clogging my hand.
Starting Korundo's turn under Kuthon's Pain. Hour effect: After discarding any number of cards as damage, draw a card.
At the start of his turn, Korundo continues to choose to have his Hand Size increased to 6. He is also going to activate Leryn's power to examine the top card of Plaza. He sees Card 1: Evil Eye, which triggers! Korundo is dazed, but Evil Eye is banished at least, and Dazed is displayed at the start of my turn, so it will go away at the end of this turn.
Korundo will give Enora Force Missile
[ooc]Korundo is going to explore to encounter Plaza Card 2: Half-plate. Korundo will also draw random armor 1: Helm of the Valkyrie. Since it's a single point difference between armor 0 and armor 2, Korundo will go for the armor 2.
Korundo will first attempt the scenario effect check.
Scenario Power, Perceptin 6: 1d8 + 3 ⇒ (3) + 3 = 6
Success! Now, for the check to acquire, Korundo will ask Radovan to recharge his Blessing of the Quartermaster to bless his check.
CtA Constitution 8: 2d10 ⇒ (4, 5) = 9
Acquired and added to the winnings pile. Since he is dazed, Korundo cannot explore again. At the end of his turn, Korundo will recharge his hand and remove the Dazed Condition. Now that he is no longer dazed, he will put Leryn on top of his deck to examine the next 2 cards of Plaza. Korundo examines Card 3: Detect Evil, and Card 4: Knock.
Korundo now resets his hand.
Hand: Surgeon, Blessing of Gorum, Wyrmsmite, Gambeson, Desna's Star, Leryn,
Displayed:
Deck: 10 Discard: 3 Buried: 1
Current Location: Plaza
Hero Points: 1 // Korundo has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
NOTES:
Available Support: For this mission, feel free to use Blessings for anything you need. You can display and then recharge Surgeon to heal a card. Recharge Wyrmsmite to reduce damage dealt to you by 4.
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 ☐ +1 ☐ +2
Favored Card: Ally or Spell
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Divine, Weapons, ☐Armor
POWERS:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
☐ Add 1d4 to your check that invokes the Animal trait.
Since Korundo didn't draw an animal ally, he will keep Leryn in his hand for now. Korundo does display Gambeson, however.
Hand: Wyrmsmite, Desna's Star, Surgeon, Blessing of Gorum, Leryn,
Displayed: Gambeson,
Deck: 10 Discard: 3 Buried: 1
Current Location: Plaza
Hero Points: 1 // Korundo has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
NOTES:
Available Support: For this mission, feel free to use Blessings for anything you need. You can display and then recharge Surgeon to heal a card. Recharge Wyrmsmite to reduce damage dealt to you by 4.
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 ☐ +1 ☐ +2
Favored Card: Ally or Spell
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Divine, Weapons, ☐Armor
POWERS:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
☐ Add 1d4 to your check that invokes the Animal trait.
Radovan Z. |
On Korundo's turn: BotQ 1 is recharged.
It is the hour of Torag's Power. When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
At the start of his turn, Radovan reveals Appleslayer to recharge Zae.
With the foresight provided by Leryn, Radovan sees that it's best to bide his time, leaving the next round of bidding to his friends.
Pass - no exploration.
End turn, reset hand.
Hand: Dagger Pistol +1, Galvanic Chakram +1, Embalming Fluid, Appleslayer, Rodrick,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Current Location: Plaza
Hero Points: 1
NOTES:
Movement: If location closes, move to: n/a
Middle of Deck (Unknown Order): Blessing of the Quartermaster 2, Double Chicken Saber +1, Snick, Blessing of the Elements, Burglar's Buckler, Alchemical Cartridges
Recharged: Blessing of Abadar, Thieves' Tools, Blessing of the Quartermaster 1, Zae,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Cha +2
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
JohnF-1016 Ranzak |
The hour is ... a nasty surprise (a Grioth)
I don't believe Ranzak can evade this, so he'll have to fight it!
Using Axe, and recharging Blessing of the Samurai
Combat 10+##=14: 2d10 + 2 + 1d8 + 1 ⇒ (9, 5) + 2 + (2) + 1 = 19 the Grioth is defeated.
Ranzak ends his turn and resets his hand, drawing Poog of Zarongel
Hand: Returning Throwing Axe +1, Alchemist's Fire, Thieves' Tools, Emerald of Dexterity, Reformarium Servant, Poog of Zarongel, Blessing of Erastil,
Displayed: Wolfhide Armor,
Deck: 9 Discard: 0 Buried: 0
Current Location: Plaza
Hero Points: 2
NOTES:
Available Support: Blessings generally available.
Movement: Ranzak sticks closely to Radovan
Other: Starred boons updated to new versions
Dexterity d10 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☐ 8 ☐ 9
Proficiencies:
Light Armors, Weapons
POWERS:
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 (☑ +1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
BR Yewstance |
During This Adventure: =
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 2
Turn: 8, Enora/Bigguyinblack
Monsters
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Barriers
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Core
Barrier 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Weapons
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Items
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Item 2
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
Item 0
Traits:
Magic
Object To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Allies
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Core
Ally 2
Traits:
Aristocrat
Human To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Core
Ally 0
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Core
Ally 0
Traits:
Animal
Mount To Acquire:
Wisdom
Charisma
Survival 3
Recharge to move. You may not use this power during an encounter.
Discard to explore. This exploration, on your first check, add 1d4.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Blessings
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hour Power: When you fail a check, you may bury your hand and discards to reroll.
Top of Blessing Discard Pile:
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessings Remaining: 27
Blessings Deck
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Rovagug's Destruction
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Orison
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Henchman Proxy A4
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Drake
Core
Story Bane 1
Traits:
Dragon
Veteran
To Defeat:
Combat 10+##
THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Henchman Proxy A3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1. To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1. To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Location #1: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 1 Ba: 2 W: 4 Sp: 4 Ar: 4 I: 4 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Item 0
Traits:
Object To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Weapon 0
Traits:
Axe
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Item 0
Traits:
Tool To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Armor 0
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Weapon 0
Traits:
Ranged
Sling To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Location #2: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: WINNINGS PILE
Core
Armor 2
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Location #3: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: HOARD PILE
Core
Item 2
Traits:
Magic
Object To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
WotR Enora |
Asmodeus's Tyranny: When you fail a check, you may bury your hand and discards to reroll.
Enora's friends are kind enough to leave the scrolls to her.
Detect Evil
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Charisma 6 to keep things easy revealing Binder's Tome: 1d8 + 1d4 ⇒ (6) + (3) = 9
Divine 6 using Knowledge instead and revealing Spellbook: 1d12 + 1d4 + 5 ⇒ (9) + (3) + 5 = 17
Detect Evil goes on the winning pile. Discard Blessing of Milani to explore.
Knock
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Charisma 6 to keep things easy revealing Binder's Tome: 1d8 + 1d4 ⇒ (7) + (2) = 9
Arcane 7 using Knowledge instead and revealing Spellbook: 1d12 + 1d4 + 5 ⇒ (4) + (3) + 5 = 12
Knock goes on the winning pile.
Lini moves around a few things in preparation for her new acquisitions.
Discard Force Missile (Core) and Mind Thrust 1 then reset hand.
Hand: Fire Snake, Binder's Tome, Sapphire of Intelligence, Spellbook, Life Drain 1, Frilled Lizard, Pyrotechnic Blast,
Displayed:
Deck: 6 Discard: 3 Buried: 0
"Current Location: Plaza
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for usBinder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Blessing of Milani: +2 dice vs Dexterity or Wisdom non-combat check.
Movement: Move me to the same location as Korundo if my location closes.
Other: Hi I'm Enora! Please bot me if I need to Guard my location!"
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
"Arcane Intelligence +1"
Craft Intelligence +1
"Knowledge Intelligence +3"
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane Light Armor X
POWERS:
When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
After you play a spell, you may recharge a random spell from your discard pile.
Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.
Korundo - Akaitora |
Per the chat, fixed Korundo's hand so that Leryn remained reloaded, as the first time I could have actually played him was after Radovan's start of turn, which means I would have gotten an extra card when I drew my hand. My amended hand is below.
Hand: Wyrmsmite, Desna's Star, Surgeon, Blessing of Gorum, Bloodscent,
Displayed: Gambeson,
Deck: 10 Discard: 3 Buried: 1
Current Location: Plaza
Hero Points: 1 // Korundo has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
NOTES:
Available Support: For this mission, feel free to use Blessings for anything you need. You can display and then recharge Surgeon to heal a card. Recharge Wyrmsmite to reduce damage dealt to you by 4.
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 ☐ +1 ☐ +2
Favored Card: Ally or Spell
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Divine, Weapons, ☐Armor
POWERS:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
☐ Add 1d4 to your check that invokes the Animal trait.
Before the end of Enora's turn, Korundo will display Leryn.
Starting Korundo's turn. The hour is of Nethys Duality. Hour Power: On your check against a spell, add 1d4
Korundo will explore to encounter Plaza Card 1: Glamered Leather Armor. Plaza summons random armor 1: Spiked Breastplate.
Korundo doesn't currently have Perception, so the check is likely to be much harder. I will choose the Spiked Breastplate to compensate.
However, I can still banish Bloodscent to add 1d10 to my Perception check. I will do that.
Scenario effect, Perception 6: 1d4 + 1d10 ⇒ (2) + (6) = 8
Success! This allows Korundo to examine Plaza Card 2: Symbol of Sleep, a nasty barrier.
Korundo will try to acquire the armor. He will discard his Blessing of Gorum to bless his check.
CtA Constitution 6: 2d10 ⇒ (3, 3) = 6
Spiked Breastplate is added to acquired list.
Korundo ends his turn. At the end of his turn, Korundo recharges Desna's star to recharge a random card from his discard pile: Snow Leopard.
Korundo attempts to recover all cards in his Recovery pile.
Bloodscent: Divine 8: 1d8 + 4 ⇒ (3) + 4 = 7 -> Bloodscent discarded.
Korundo resets his hand.
Hand: Wyrmsmite, Leryn, Surgeon, Belkzen Battle Standard, Call Animal, Riding Allosaurus,
Displayed: Gambeson,
Deck: 8 Discard: 4 Buried: 1
Current Location: Plaza
Hero Points: 1 // Korundo has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
NOTES:
Available Support: For this mission, feel free to use Blessings for anything you need. You can display and then recharge Surgeon to heal a card. Recharge Wyrmsmite to reduce damage dealt to you by 4.
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 ☐ +1 ☐ +2
Favored Card: Ally or Spell
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Divine, Weapons, ☐Armor
POWERS:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
☐ Add 1d4 to your check that invokes the Animal trait.
After the start of Radovan's turn, Korundo will display Leryn and Belkzen Battle standard, which adds 1 (2 for Korundo) to all Combat checks until one of us fails one.
Hand: Wyrmsmite, Call Animal, Surgeon, Riding Allosaurus,
Displayed: Gambeson, Leryn, Belkzen Battle Standard,
Deck: 8 Discard: 4 Buried: 1
Current Location: Plaza
Hero Points: 1 // Korundo has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
NOTES:
Available Support: For this mission, feel free to use Blessings for anything you need. You can display and then recharge Surgeon to heal a card. Recharge Wyrmsmite to reduce damage dealt to you by 4.Other: Leryn is giving Korundo Perception: Wisdom +2
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 ☐ +1 ☐ +2
Favored Card: Ally or Spell
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Divine, Weapons, ☐Armor
POWERS:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
☐ Add 1d4 to your check that invokes the Animal trait.
Radovan Z. |
It is the hour of Rovagug's Destruction. When this is the hour: On your check, you may banish a random blessing from your discards to bless.
Reveal Rodrick to recharge Alaeron.
Seeing that his friend Enora is looking a little under the weather, Radovan sends his horse Appleslayer to keep them company. Give card: Appleslayer to Enora.
Radovan considers exploring, but hearing from his friend Korundo about the nasty trap up ahead, he decides to wait and let Enora handle it.
Pass on exploration.
End turn, reset hand.
Hand: Dagger Pistol +1, Galvanic Chakram +1, Burglar's Buckler, Embalming Fluid, Rodrick,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Plaza
Hero Points: 1
NOTES:
Movement: If location closes, move to: n/a
Middle of Deck (Unknown Order): Alchemical Cartridges, Double Chicken Saber +1, Snick, Blessing of the Elements, Blessing of the Quartermaster 2
Recharged: Blessing of Abadar, Thieves' Tools, Blessing of the Quartermaster 1, Zae, Alaeron,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Cha +2
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
JohnF-1016 Ranzak |
Ranzak, too, will wait until Enora has dealt with the trap.
(The hour, Orison, has no effect)
Hand: Returning Throwing Axe +1, Alchemist's Fire, Thieves' Tools, Emerald of Dexterity, Reformarium Servant, Poog of Zarongel, Blessing of Erastil,
Displayed: Wolfhide Armor,
Deck: 9 Discard: 0 Buried: 0
Current Location: Plaza
Hero Points: 2
NOTES:
Available Support: Blessings generally available.
Movement: Ranzak sticks closely to Radovan
Other: Starred boons updated to new versions
Dexterity d10 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☐ 8 ☐ 9
Proficiencies:
Light Armors, Weapons
POWERS:
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 (☑ +1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
WotR Enora |
Received Appleslayer. Thanks. Orison: When this is the hour: No effect.
"Those Symbol spells can indeed be nasty. I'll take a look."
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Arcane 8 revealing Spellbook: 1d12 + 1d4 + 3 ⇒ (9) + (4) + 3 = 16
Enora dispels the Symbol then has her pet lizard look around.
Discard Frilled Lizard to explore.
Life Drain
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Charisma 6 check to avoid complications revealing Binder's Tome: 1d8 + 1d4 ⇒ (8) + (4) = 12
Arcane 7 using Knowledge instead and revealing Spellbook: 1d12 + 1d4 + 5 ⇒ (9) + (2) + 5 = 16
Life Drain added to Winning pile. I think I can discard Appleslaer to examine then explore just ignoring the move part. Examine card 6 Zombie? I thought the only banes were barriers. I'll explore.
Along with dragons the auction is interrupted by a zombie.
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
combat 9 +4 casting Life Drain 1, Asking Ranzak to recharge Poog of Zarongel to add +3dmg and fire, aided by Belkzen Battle Standard: 1d12 + 2d4 + 7 ⇒ (2) + (1, 3) + 7 = 13
recharge from discard 1. Force Missile, 2. Mind Thrust: 1d2 ⇒ 2
Enora barely manages to fend it off and has to sit down and rest.
Enora ends she turn.
Enora attempts to recover all cards in she Recovery pile.
Life Drain 1: Enora 9: 1d12 + 1d4 + 3 ⇒ (11) + (4) + 3 = 18 -> Heal 1 then Life Drain 1 recharged.
Enora resets she hand.
Hand: Fire Snake, Binder's Tome, Sapphire of Intelligence, Spellbook, Blessing of the Spellbound 3, Blessing of the Spellbound 2, Pyrotechnic Blast,
Displayed:
Deck: 7 Discard: 3 Buried: 0
"Current Location: Plaza
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for usBinder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Movement: Move me to the same location as Korundo if my location closes.
Other: Hi I'm Enora! Please bot me if I need to Guard my location!"
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
"Arcane Intelligence +1"
Craft Intelligence +1
"Knowledge Intelligence +3"
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane Light Armor X
POWERS:
When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
After you play a spell, you may recharge a random spell from your discard pile.
Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.
Korundo - Akaitora |
Starting Korundo's turn. The hour is Prayer. No hour effect.
After the start of his turn, Korundo reloads Leryn to examine the top 2 cards of Plaza. Plaza Card 7 is Hide Armor (armor 0) and Plaza Card 8 is Magic Full Plate, an armor 2.
Korundo doesn't have much he can do to acquire that armor 2, and though his Con is 1d10, 11 is a high number to get to. For his turn, Korundo will reveal Surgeon to heal himself.
Korundo is healed for 1: (Blessing of Shax). Deck shuffled.
Korundo will then banish Call Animal to draw Fox from his deck.
Korundo ends his turn.
Korundo attempts to recover all cards in his Recovery pile.
Call Animal: Divine 6: 1d8 + 4 ⇒ (2) + 4 = 6 -> Call Animal recharged.
Korundo resets his hand. After the start of Radovan's turn, Korundo displays Leryn.
Hand: Wyrmsmite, Fox, Snow Leopard, Riding Allosaurus, Enora's Cure,
Displayed: Gambeson, Leryn, Belkzen Battle Standard,
Deck: 8 Discard: 3 Buried: 1
Current Location: Plaza
Hero Points: 1
NOTES:
Available Support: For this mission, feel free to use Blessings for anything you need. You can display and then recharge Surgeon to heal a card. Recharge Wyrmsmite to reduce damage dealt to you by 4. Feel free to cure yourself as you see fit.Other: Korundo's currently selected feat: Handsize 6. Leryn is giving Korundo Perception: Wisdom +2
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 ☐ +1 ☐ +2
Favored Card: Ally or Spell
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Divine, Weapons, ☐Armor
POWERS:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
☐ Add 1d4 to your check that invokes the Animal trait.
Radovan Z. |
It is the hour of Cayden Cailean's Revelry. When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
His friend Korundo once again alerts Radovan about what lies ahead and this time it seems that there are some sets of armor that might be worth bidding on.
Free explore: Plaza 7 is Hide Armor. Random armor 1 is Spiked Breastplate. Radovan decides to bid on the Hide Armor.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Increased difficulty? Diplomacy 6, Enora reveals Binder's Tome: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11
Radovan auto-succeeds at Fort 3
Hide Armor added to the Winnings pile.
Discard Rodrick to explore Plaza 8: Magic Full Plate. Random armor 2 is Heavy Shield.
Radovan decides to bid on the Magic Full Plate.
Core
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Increased difficulty? Diplomacy 6, Enora reveals Binder's Tome: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10
Enora discards Blessing of the Spellbound 3
Fort 11: 2d8 + 2 ⇒ (2, 7) + 2 = 11
Magic Full Plate (armor 2) added to Winnings pile
Radovan is satisfied with his haul from this round of bidding and stops to get a coffee.
End turn, reset hand.
Hand: Dagger Pistol +1, Galvanic Chakram +1, Burglar's Buckler, Embalming Fluid, Blessing of the Elements,
Displayed:
Deck: 9 Discard: 1 Buried: 0
Current Location: Plaza
Hero Points: 1
NOTES:
Available Support: Blessing of the Elements
Movement: If location closes, move to: n/a
Middle of Deck (Unknown Order): Snick, Blessing of the Quartermaster 2, Alchemical Cartridges, Double Chicken Saber +1
Recharged: Blessing of Abadar, Thieves' Tools, Blessing of the Quartermaster 1, Zae, Alaeron,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Cha +2
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
JohnF-1016 Ranzak |
Off turn: Recharge Poog (Goodbye for now, Poog!)
The hour is Incitation No effect
Tired of sitting around doing nothing (even Poog got bored ...) Ranzak takes a look around.
He finds a set of Caltrops (probably left there to surprise the unwary. Ranzak, though, is wary.)
There's also (Random Item #1) a Sacred Candle burning nearby, but that doesn't interest Ranzak
BA: (asking Enora for a blessing, and also to reveal Binder's Tome) Charisma 6: 2d6 + 1d4 ⇒ (1, 1) + (4) = 6 Just!
Just revealing Binder's Tome is still less than a 60% chance, so a blessing seemed like a good idea. Apparently I was right!
Ranzak can't fail a Disable 4 (1d10+3 + 1d4+1); Caltrops acquired
Explore again 3?: 1d6 ⇒ 6 Yes
Ranzak finds a Battleaxe and also (Random Weapon #1) a Mace
Let's go for the Mace.
BA: Revealing Reformarium servant & Discarding Alchemist's Fire; asking Enora to reveal Binder's Tome
Charisma 6: 1d6 + 2d4 ⇒ (4) + (1, 4) = 9 No increase in difficulty
Strength/Melee 4: 1d4 + 1d4 + 1 ⇒ (1) + (3) + 1 = 5 The Mace goes on the acquisitions pile.
Explore again 3?: 1d6 ⇒ 6 Yes
Ranzak finds a Lucky Starknife - a Weapon 2 - or possibly a Quarterstaff.
I think we'll go for the Starknife
BA: Revealing Reformarium servant & Discarding Thieves' Tools; asking Enora to reveal Binder's Tome
Charisma 6: 1d6 + 2d4 ⇒ (4) + (1, 1) = 6 No increase in difficulty
Asking for another blessing
Dexterity 11: 2d10 + 2 + 1d4 + 1 ⇒ (10, 1) + 2 + (2) + 1 = 16 - Starknife Acquired.
Explore again 3?: 1d6 ⇒ 2 No. Ranzak thinks it's time to rest!
End turn and reset hand, drawing Arquebus, Blessing of Cayden Cailean, Hand Crossbow, and Fiery Glare
Hand: Arquebus, Hand Crossbow, Returning Throwing Axe +1, Fiery Glare*, Reformarium Servant, Blessing of Cayden Cailean, Blessing of Erastil,
Displayed: Wolfhide Armor,
Deck: 7 Discard: 2 Buried: 0
Current Location: Plaza
Hero Points: 2
NOTES:
Available Support: Blessings generally available.
Movement: Ranzak sticks closely to Radovan
Other: Starred boons updated to new versions
Dexterity d10 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☐ 8 ☐ 9
Proficiencies:
Light Armors, Weapons
POWERS:
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 (☑ +1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
Turn Summary:
Plaza cards 9, 10 & 11 encountered.
Three boons added to the Acquired pile (one a Weapon 2)
Two blessings used (one from Enora, one from ??)
BR Yewstance |
Nice work all!
Enora's hour is a Grioth, so she must fight it.
A reminder; the scenario power has slightly changed due to a recent FAQ. All boons are now subject to the scenario power explicitly; not just ones from a location.
Also, since I've now gotten some rules clarity, I'd like to indicate a possible strategic consideration (mostly for Radovan). If you encounter a boon summoned by the Plaza's power (as opposed to the one originally in the location), then evade it, it will be returned to the vault ('Banished') like any non-acquired summoned card. This means it won't be acquired, put into a Winnings Pile, put into a Hoard pile or returned to the location deck - it'll just be banished. Might be an option if you don't think you have a decent odds of acquiring either of the 2 boon options, and you don't want to shuffle them back into the location either.
==================================
During This Adventure: =
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 2
Turn: 16, Enora/Bigguyinblack
Monsters
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Core
Monster 2
Traits:
Aberration
Electricity
To Defeat:
Combat 13
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Barriers
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
Barrier 2
Traits:
Lock
Magic
To Defeat:
Arcane
Divine
Perception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Weapons
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Melee
Sword To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
Axe
Melee
Ranged
Slashing To Acquire:
Strength
Dexterity
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Spells
Core
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Items
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
Item 0
Traits:
Accessory
Magic To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Item 0
Traits:
Book To Acquire:
Intelligence
Knowledge 5
On your check to acquire, reveal to add 1.
On a local check to acquire, discard to add your Knowledge skill.
Core
Item 0
Traits:
Magic
Object To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 5
Display next to a local character.
While displayed:
* When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
* When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Allies
Core
Ally 2
Traits:
Construct
Magic To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Core
Ally 0
Traits:
Cleric
Human To Acquire:
Charisma
Diplomacy
Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Core
Ally 1
Traits:
Animal
Owner: Lini To Acquire:
Wisdom
Survival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.
Core
Ally 1
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Hour Power:
Top of Blessing Discard Pile:
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Blessings Remaining: 19
Blessings Deck
Drake
Core
Story Bane 1
Traits:
Dragon
Veteran
To Defeat:
Combat 10+##
THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
Erastil's Eye
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Sarenrae's Light
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Henchman Proxy A3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1. To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1. To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Location #1: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Item 0
Traits:
Tool To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Armor 0
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Weapon 0
Traits:
Ranged
Sling To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Location #2: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 2 Sp: 3 Ar: 4 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: WINNINGS PILE
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Core
Item 0
Traits:
Object To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Armor 2
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Location #3: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: HOARD PILE
Core
Item 2
Traits:
Magic
Object To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
WotR Enora |
"Eeek a Grioth!"
Enora then laughs and blasts it with Fire.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
combat 10 +4 casting Pyrotechnic Blast and revealing Binder's Tome: 1d12 + 3d4 + 3 ⇒ (8) + (3, 3, 4) + 3 = 21
Not recharging Force Missile.
Bidding starts on a spell and Enora's ears perk up.
Twisted Space
Core
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
charisma 6 roll to discourage other bidders revealing Binder's Tome: 1d8 + 1d4 ⇒ (5) + (2) = 7
Arcane 8 using Knowledge instead and revealing Spellbook: 1d12 + 1d4 + 5 ⇒ (12) + (2) + 5 = 19
Twisted Space added to winning pile.
Enora ends her turn.
Enora attempts to recover all cards in her Recovery pile.
Pyrotechnic Blast: Enora 10: 1d12 + 1d4 + 3 ⇒ (7) + (1) + 3 = 11 -> Pyrotechnic Blast recharged.
Enora resets her hand.
Hand: Fire Snake, Binder's Tome, Sapphire of Intelligence, Spellbook, Locate Object, Blessing of the Spellbound 1, Mind Thrust 1,
Displayed:
Deck: 5 Discard: 5 Buried: 0
"Current Location: Plaza
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for usBinder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Movement: Move me to the same location as Korundo if my location closes.
Other: Hi I'm Enora! Please bot me if I need to Guard my location!"
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
"Arcane Intelligence +1"
Craft Intelligence +1
"Knowledge Intelligence +3"
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane Light Armor X
POWERS:
When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
After you play a spell, you may recharge a random spell from your discard pile.
Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.
Radovan Z. |
On Ranzak's turn, Radovan's Blessing of the Elements is discarded (on his second check)
@Yewstance, yes, that was sort of what I was trying to do a few turns ago, but I realized too late that if I did the BA check it was too late to evade (or, for that matter, wait until after the BA to decide which boon to go for).
Korundo - Akaitora |
Starting Korundo's turn. The hour is Drake!!
The group seems to have everything under control until the winged atrocity menacing Belhaim decides to show its face...except it seems way too small for a dragon. "More like a drake?" - Korundo thinks. "This should be easy as tanning a squirrel's hide."
Everyone needs to make a Dexterity/Acrobatics 8 check or take 1d4 Fire Damage. Korundo can't make the Dexterity/Acrobatics 8 check, so he will take some damage.
Fire Damage: 1d4 ⇒ 2
Korundo will bury his Gambeson to reduce the Fire Damage to 0. Whomever takes the most Fire Damage from this check can recharge Wyrmsmite to reduce the damage by 4. Then, for his check to defeat, Korundo will reveal his Fox to use his Survival+1d6, and then recharge his Riding Allosaurus to add another 1d6. Finally, he will ask Ranzak to discard his Blessing of Cayden Cailean to bless Korundo's check.. Belkzen Battle Standard adds 2 to his check since he has the Half-Orc trait. Enora reveals Binder's Tome to add 1d4.
CtD Combat, Survival 16: 2d8 + 2d6 + 1d4 + 3 + 2 ⇒ (3, 3) + (2, 2) + (1) + 3 + 2 = 16
Much like tanning a squirrel's hide, one small mistake ruins the whole thing, and getting a nice hide out of such a small beast requires skill and precision; skills that Korundo is happy to demonstrate as he lands a blow perfectly between the drake's belly scales.
For the second check to defeat, Korundo will reveal his Snow Leopard to use his Survival +1d6, and then recharge it to add another +1d4. Enora reveals Binder's Tome to add another 1d4. Korundo is still benefiting from Belkzen Battle Standard.
CtD Combat, Survival 14: 1d8 + 1d6 + 2d4 + 3 + 2 ⇒ (8) + (1) + (2, 2) + 3 + 2 = 18
The beast winces in pain and tries to intimidate Korundo with a mighty screech. Korundo, wholly unsurprised, takes the opportunity to flank the beast with his tamed snow leopard and strike at its other side, finally killing it.
Phew! Those were close calls. At the start of Korundo's turn, he activates Leryn to examine Plaza Card 2: Thieves' Tools. At this rate, Korundo can try to acquire this and it's not a big deal if we don't get it.
Korundo will explore to encounter Plaza Card 2: Thieves' Tools. He summons a random item as well: Spyglass. Now that's better! Korundo will try to acquire the Spyglass.
CtA Perception 6: 1d8 + 4 ⇒ (6) + 4 = 10
Spyglass is added to the winning's pile.
Korundo will cast Cure on himself.
Heal on Korundo: 1d4 + 1 ⇒ (4) + 1 = 5
Korundo has all cards in his discard pile healed: (Animal Call, Blessing of Gorum, Bloodscent). Deck shuffled.
Korundo will now reload Leryn to examine Card 3: Helm, and Card 4: Warhammer.
Korundo ends his turn.
Korundo attempts to recover all cards in his Recovery pile.
Enora's Cure: Divine #: 1d8 + 4 ⇒ (2) + 4 = 6 -> Enora's Cure discarded.
Korundo resets his hand. As usual, Korundo displays Leryn after the start of Radovan's turn.
Hand: Wyrmsmite, Cure, Desna's Star, Fox, Snow Leopard,
Displayed: Leryn, Belkzen Battle Standard,
Deck: 10 Discard: 1 Buried: 2
Current Location: Plaza
Hero Points: 1
NOTES:
Available Support: For this mission, feel free to use Blessings for anything you need. You can display and then recharge Surgeon to heal a card. Recharge Wyrmsmite to reduce damage dealt to you by 4. Feel free to cure yourself as you see fit.Other: Korundo's currently selected feat: Handsize 6. Leryn is giving Korundo Perception: Wisdom +2
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 ☐ +1 ☐ +2
Favored Card: Ally or Spell
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Divine, Weapons, ☐Armor
POWERS:
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
☐ Add 1d4 to your check that invokes the Animal trait.
WotR Enora |
acrobatics 8 to avoid fire damage casting Fire Snake instead and revealing Spellbook: 1d12 + 1d4 + 3 ⇒ (1) + (3) + 3 = 7
using folio reroll on 1: 1d12 ⇒ 10
Recharge Force Missile (Core)
Enora attempts to recover all cards in her Recovery pile.
Fire Snake: Enora 8: 1d12 + 1d4 + 3 ⇒ (3) + (1) + 3 = 7 -> Fire Snake discarded.
Radovan Z. |
On Korundo's turn...
Choose to fail the Acrobatics 8 check - suffer 1d4 Fire dmg - Norge power: Fire dmg is reduced to 0. Display random monster on Norge: Ghost (1).
Korundo takes fire dmg - Radovan power: display random monster, choosing Quang: Termite Swarm (1).
A fire drake descends upon the group and Radovan laughs with delight as his devils are finally fed.
It is the hour of Erastil's Eye. When this is the hour: If you are at a Wild location, you may discard a card to explore.
Free explore: Plaza 3 - Helm or random armor 1 (Shield of Resistance)
Radovan spots a shield that he admires.
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Bidding War? Diplomacy 6. Enora reveals Binder's Tome: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14
bury Termite Swarm
Fort 8: 1d8 + 2 + 1d6 + 1 ⇒ (8) + 2 + (6) + 1 = 17
Shield of Resistance (Armor 2) added to Winnings pile
Radovan is pleased with his round at the auction. His devils are pleased to have been fed. He kicks back to watch Ranzak go to work.
End turn, reset hand.
Hand: Dagger Pistol +1, Galvanic Chakram +1, Burglar's Buckler, Embalming Fluid, Blessing of the Quartermaster 2,
Displayed: Ghost (Norge 1),
Deck: 8 Discard: 2 Buried: 1
Current Location: Plaza
Hero Points: 1
NOTES:
Available Support:
Blessing of the Quartermaster 2
Movement: If location closes, move to: n/a
Middle of Deck (Unknown Order): Double Chicken Saber +1, Snick, Alchemical Cartridges
Recharged: Blessing of Abadar, Thieves' Tools, Blessing of the Quartermaster 1, Zae, Alaeron,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Cha +2
Favored Card: Ally
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
Korundo - Akaitora |
I just realized I forgot to resolve the scenario effect before trying to acquire the Spyglass.
From Korundo's previous turn, scenario effect, Perception 6: 1d8 + 3 ⇒ (7) + 3 = 10
No change to my check to acquire!
JohnF-1016 Ranzak |
On Korundo's turn:
Dexterity 8: 1d10 + 2 ⇒ (2) + 2 = 4 Damage: 1d4 ⇒ 4
As Korundo suggested, recharge Wyrmsmite to reduce to 0.
Discard Blessing of Cayden Cailean to bless Korundo's Check.
Ranzak's turn:
The hour is Asmodeus's Tyranny When you fail a check, you may bury your hand and discards to reroll
Ranzak explores to find either a Warhammer or Random Weapon #1 - a Keen Rapier (a Weapon 1)
Neither looks very interesting, and the Rapier is 3 harder to acquire, so Ranzak will try for the Warhammer
BA: (assuming Binder's Tome) Constitution 6: 1d6 + 1d4 ⇒ (4) + (3) = 7 - no increase in difficulty
Strength 6: 1d4 + 1d4 + 1 ⇒ (4) + (2) + 1 = 7 The Warhammer goes on the winnings pile.
Explore again 3?: 1d6 ⇒ 3 Yes
Ranzak rummages around in the (rapidly shrinking) pile of goodies, and finds out somebody has set a trap - a Door Spike (outside? In a pile of junk?)
Reveal Reformarium Servant and discard Fiery Glare to add 1d4 to the check
Disable 8: 1d10 + 3 + 1d4 ⇒ (5) + 3 + (3) = 11 Ranzak makes short work of the trap.
End turn and reset hand, drawing his shortbow and blood periapt.
Hand: Arquebus, Hand Crossbow, Force Shortbow +1, Returning Throwing Axe +1, Blood Periapt, Reformarium Servant, Blessing of Erastil,
Displayed:
Deck: 5 Discard: 4 Buried: 0
Current Location: Plaza
Hero Points: 2
NOTES:
Available Support: Blessings generally available.
Movement: Ranzak sticks closely to Radovan
Other: Starred boons updated to new versions
Dexterity d10 ☑ +1 ☑ +2 ☐ +3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: None
Hand Size: 7 ☐ 8 ☐ 9
Proficiencies:
Light Armors, Weapons
POWERS:
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 (☑ +1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.
BR Yewstance |
During This Adventure: =
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 2
Turn: 20, Enora/Bigguyinblack
Monsters
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Barriers
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Weapons
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Items
Core
Item 0
Traits:
Alchemical
Plant To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Core
Item 1
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Core
Item 0
Traits:
Tool To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Allies
Core
Ally 1
Traits:
Acid
Animal To Acquire:
Wisdom
Survival 6
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Core
Ally 1
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Blessings
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hour Power: When you heal, you may heal an additional card.
Top of Blessing Discard Pile:
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessings Remaining: 15
Blessings Deck
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Henchman Proxy A3
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1. To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Benefaction
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1. To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Henchman Proxy A1
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Location #1: Plaza
Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Weapon 0
Traits:
Ranged
Sling To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Location #2: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 3 Sp: 4 Ar: 5 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: WINNINGS PILE
Core
Weapon 0
Traits:
Hammer
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Core
Item 0
Traits:
Object To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Armor 2
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Location #3: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: HOARD PILE
Core
Item 2
Traits:
Magic
Object To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
WotR Enora |
Sarenrae's Light: When you heal, you may heal an additional card.
The bidding is winding down but a few things remain.
Elixir of Healing
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
charisma 6 to keep things easy revealing Binder's Tome: 1d8 + 1d4 ⇒ (1) + (1) = 2
harder by: 1d8 ⇒ 1
craft 4 +1 revealing Spellbook: 1d12 + 1d4 + 3 ⇒ (8) + (4) + 3 = 15
Elixir of Healing added to winning pile. Discard Blessing of the Spellbound 1 to explore.
Sling
Core
Weapon 0
Traits:
Ranged
Sling To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
charisma check 6 to keep it easy revealing Binder's Tome: 1d8 + 1d4 ⇒ (4) + (4) = 8
dexterity 4: 1d6 ⇒ 6
Sling added to winning pile. Enora will cast Locate Object examining the last card.
Tangleburn Bag
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
charisma 6 to keep it simple revealing Binder's Tome: 1d8 + 1d4 ⇒ (8) + (3) = 11
craft 10 recharging Korundo's Fox, revealing Spellbook, and using Radovan's BotQ to bless: 2d12 + 2d4 + 3 ⇒ (1, 7) + (3, 1) + 3 = 15
Tangleburn Bag added to the winning pile.
Charisma 5 +2 to close recharging Sapphire of Intelligence and blessed by Ranzak's Blessing of Erastil: 2d12 ⇒ (6, 7) = 13
We win!
BR Yewstance |
COMPLETED SCENARIO 2B: A PIECE OF THE AUCTION
TIER PROGRESSION:
All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
Radovan, Enora, Korundo -> Tier 2, 2XP
Ranzak -> Tier 2, 4XP
SCENARIO REWARD:
Basically it's an arguably-better(?) Sphere of Fire, but much stronger against Undead and can also be used to support local party members in combat for a full turn.
And no more boon rolls, unfortunately; convention over!
DEVELOPMENT:
The drake and the grioths have done their damage, yet you kept their rampage contained. The auction attendees are preparing to collect their winnings when the air is split by a thunderous roar.
"I am Aeteperax, Lord of Dragonfen," bellows a massive winged creature from a nearby rooftoop. The dragon's dark wings outline a skeletal body and eyes that burn with deathless fire.
"You have exhausted my patience. Your wizard promised many things, including five rare and ancient tomes. I have tried to obtain these lawfully, but I will now take what I demand. Bring the books and 2,000 pieces of gold for each of your craven residents to the Monastery of Saint Kyerixus in two weeks, or I will flatten this dunghill to the very earth!"
With that, the dragon vanishes. The townspeople are in revolt; surely there is now way they can summon up more than 700,000 gold pieces. "What shall we do?" they cry as one.
"Well, says a gnome from the back, "we could just kill it."
"I am Aeteperax, Lord of Dragonfen," bellows a massive winged creature from a nearby rooftoop. The dragon's dark wings outline a skeletal body and eyes that burn with deathless fire.
"You have exhausted my patience. Your wizard promised many things, including five rare and ancient tomes. I have tried to obtain these lawfully, but I will now take what I demand. Bring the books and 2,000 pieces of gold for each of your craven residents to the Monastery of Saint Kyerixus in two weeks, or I will flatten this dunghill to the very earth!"
With that, the dragon vanishes. The townspeople are in revolt; surely there is now way they can summon up more than 700,000 gold pieces. "What shall we do?" they cry as one.
"Well, says a gnome from the back, "we could just kill it."
You have a feeling that the gnome is taking a generous definition of "we".
ACQUIRED CARDS:
Snake (Ally 0)
Clockwork Servant (Ally 1)
Spiked Breastplate (Armor 0)
Hide Armor (Armor 0)
Shield of Resistance (Armor 2)
Helm of the Valkyrie (Armor 2)
Magic Full Plate (Armor 2)
Elixir of Healing (Item 0)
Caltrops (Item 0)
Spyglass (Item 0)
Token of Remembrance (Item 0)
Tangleburn Bag (Item 2)
Detect Evil (Spell 0)
Force Missile (Spell 0)
Knock (Spell 1)
Life Drain (Spell 1)
Twisted Space (Spell 2)
Warhammer (Weapon 0)
Sling (Weapon 0)
Mace (Weapon 0)
Lucky Starknife (Weapon 2)
BR Yewstance |
SCENARIO 2C: SPIRITED AWAY
"The Belhaim Town Council again has permitted your presence in its deliberations. Since you have provided aid to the town over the last month, your voices are welcome in between pronouncements of the dueling clerics of Abadar and Shelyn.
Today, the subject has again turned to monsters.
"What are these...grioths...of which you speak?" The Lady Origena Devy struggles with yet another unexplained disturbance to her town's serenity.
You had never heard of these batlike creatures before either, but fortunately you are not the only ones present.
"I have found some information that may serve, Milady," says Eupaphenia Targas, the cleric who tends the temple of Abadar. "In preparation for the auction, the clerks prevailed upon me to examine the wizard's books. Some I could not understand, but the bestiary was in a script I could quickly decipher.
"Therein I found all manner of known malefactors - the bloodbug, the basiliks, the lurking ray. Several I had not yet known of, among them these grioths. Here's what I know. They are not from around here. In fact, they are not of this world. They are from planets cast away from their stars. The worst of wizards summon them to Golarion through a magical tapestry called the Dark Window."
"There is no good in them," she continues. "They come to pillage the land and kidnap the helpless. They are experts in crafting cells in which to imprison their victims. The grioths must be either slain or forced back through the window from whence they came."
The Council devolves into whispers and hubbub as all present consider the gravity of the situation.
"Begging your leave, ma'am," says Jacoba Kirvis, the town barrister. "I have a list of the missing. it is not a short list."
As has become typical of late, all eyes in the room turn toward you. There is a crisis, and you will again prove to be the solution to it. For a bucolic countryside town, Belhaim sure isn't boring.
SETUP:
LOCATIONS:
1 - Cell
1 - Castle
1 - Stable
2 - Farm
3 - Bridge
4 - Cliff
THREAT LIST:
(I'll just place the Grioth, rather than a Villain Proxy, into the Cell. The only reason a proxy is called for in the rules is so you can have the physical text of the Grioth card to refer to for the Danger, which isn't a factor when playing play-by-post.)
DURING THIS SCENARIO:
BR Yewstance |
This is a nice easy scenario to setup; so you may start after Deck Upgrades and starting hands have been sorted.
Remember, each of you must have a Rescue proxy in hand to actually beat the villain and, thus, win. However, there's nothing stopping you from getting one and then giving it to another player.
============================================
During This Adventure: =
PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT
During This Scenario:
Additional Rules: =
THREAT LIST:
Scenario Level (#): 2
Turn: 1, Korundo/Akaitora
Monsters
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 10
THEN Combat 11
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
Barriers
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Weapons
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Spells
Core
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Items
Core
Item 2
Traits:
Magic
Object To Acquire:
Charisma
Diplomacy
Fortitude
Melee 10
Display. While displayed:
* On all combat checks, add 1. If any character fails a combat check, bury this item.
* Bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Item 0
Traits:
Tool To Acquire:
Dexterity
Disable 4
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Core
Item 0
Traits:
Accessory
Magic To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Allies
Core
Ally 0
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Core
Ally 1
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Ally 1
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Core
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Core
Ally 0
Traits:
Arcanist
Human To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
Blessings
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1. To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card. To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hour Power: On your check, you may discard a card to reroll 1 die showing 1 or 2.
Top of Blessing Discard Pile:
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessings Remaining: 29
Blessings Deck
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Irori's Mastery
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Zon-kuthon's Pain
Core
Blessing 2
Traits:
Deity: Zon-kuthon
Divine
When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1. To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Torag's Power
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Gorum's Iron
Core
Blessing 1
Traits:
Deity: Gorum
Divine
When this is the hour: On your non-Attack combat check, add 1. To Acquire:
Divine
Melee
Ranged 4+#
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Calistria's Sting
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Gozreh's Growth
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Lamashtu's Madness
Core
Blessing 2
Traits:
Deity: Lamashtu
Divine
When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1. To Acquire:
Intelligence
Arcane
Divine 5+#
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Prayer
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Location #1: Cell
Underground
At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
When Permanently Closed: You may draw a new ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Core
Ally 2
Traits:
Construct
Magic To Acquire:
Intelligence
Arcane
Craft 8
OR Charisma
Diplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Core
Ally 1
Traits:
Animal
Owner: Lini To Acquire:
Wisdom
Survival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core
Story Bane 1
Traits:
Aberration
Grioth
To Defeat:
Combat 10+##
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Core
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Monster 1
Traits:
Mental
Undead
To Defeat:
Combat 13
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Core
Weapon 1
Traits:
Dart
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character's combat check, freely reload to add 1d4+1.
Location #2: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
Core
Weapon 0
Traits:
Bow
Ranged To Acquire:
Dexterity
Ranged 4
For your combat check, reveal to use Dexterity or Ranged + 1d8.
On a distant combat check, freely discard to add 1d8.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Core
Ally 0
Traits:
Cleric
Human To Acquire:
Charisma
Diplomacy
Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Location #3: Stable
Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Stealth
Survival 4
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Core
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Core
Monster 0
Traits:
Animal
Swarm
To Defeat:
Combat 9
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Location #4: Farm
Urban
Wild
At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
When Permanently Closed: You may draw a new Animal ally.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Weapon 0
Traits:
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Acrobatics
Melee 7
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Core
Monster 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Location #5: Bridge
Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Survival 3
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may ignore powers that happen before acting.
Location #6: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Core
Barrier 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Monster 1
Traits:
Halfling
Wizard
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
WotR Enora |
I think we should all stick together and start at the Cell and work our way down so Enora will start there. And trading out Mind Thrust for the loot Wall of Light.
Hand: Locate Object, Binder's Tome, Blessing of the Spellbound 3, Sapphire of Intelligence, Blessing of the Spellbound 2, Chronicler, Life Drain 2,
Displayed:
Deck: 10 Discard: 0 Buried: 0
"Current Location: Cell
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for usBinder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Movement: Move me to the same location as Korundo if my location closes.
Other: Hi I'm Enora! Please bot me if I need to Guard my location!"
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
"Arcane Intelligence +1"
Craft Intelligence +1
"Knowledge Intelligence +3"
Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane Light Armor X
POWERS:
When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
After you play a spell, you may recharge a random spell from your discard pile.
Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.