[ACG] [CaG II] Sanctioned Core (The Dragon's Demand) by Yewstance (Inactive)

Game Master Yewstance

PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

TURN ORDER:
1 - Enora/Bigguyinblack (#1012)
2 - Korundo/Akaitora (#1009)
3 - Radovan/Abraham Z (#1004)
4 - Ranzak/JohnF (#1016)


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Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

Posted my suggestion in Discord.

Grand Lodge

Deck upgrade preferences: Ally, Weapon, Spell. Deck Handler

Per discord, most of Korundo's turn will be redone. He won't have encountered the bandit after examining it with Leryn. Instead, he will move to the Campsite to try and keep as much of his turn from before as possible.

Once there, he will explore to encounter Campsite Card 1: Cave Lizard. When Korundo encounters a bane, he changes his Flex Feat to Armor Proficiency. This adds 1d6 to his CtD. The hour power is adding 1.

CtD Perception 6: 1d8 + 1d6 + 4 + 1 ⇒ (5) + (1) + 4 + 1 = 11

Defeated. Then Korundo will discard Blessing of Shax to explore again and encounter Campsite Card 2: Werewolf. When Korundo encounters a bane, he will change his flex feat to hand size 6. For his check to defeat, Korundo will reveal Aspect of the Bear to use his Survival + 1d6 and add the Animal and Melee traits. This adds 1d4 to his check to defeat. He will also ask Ranzak to display his Banner of the Ancient Kings to add 1 to all combat checks. The hour power adds 1 to my check against a monster.

CtD Combat, Survival 11: 1d8 + 1d6 + 1d4 + 4 + 1 + 1 ⇒ (2) + (1) + (3) + 4 + 1 + 1 = 12

Defeated! Korundo will now end his turn. When he does, he heals 1: Animal Call. Then he resets his hand.

Korundo wrote:

Hand: Animal Call, Bloodscent, Arboreal Armor, Aspect of the Bear, Lion's Helm, Snow Leopard,

Displayed: Leryn,
Deck: 8 Discard: 4 Buried: 1
Current Location: Campsite
Hero Points: 2
NOTES:
Other: Leryn is giving Korundo Perception: Wisdom +2.

Skills and Powers:
SKILLS

Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +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 (☑ or when you encounter a bane), 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)(☐ or discard it to reroll the dice and take the new result).

☑ Add 1d4 to your check that invokes the Animal trait.
☐ You may recharge a card (☐ or reveal a card that has the Animal trait) to add the Animal trait to your check.
☐ When you attempt an Acrobatics, Fortitude, Perception or Stealth check, you may discard (☐ or recharge) a card to use your Survival skill instead of the listed skill.
☐ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (☐ or to exchange your displayed Hunter Class Deck cohort for another Hunter Classs Deck cohort from the box).


Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

It is the hour of Zon-kuthon's Pain. When this is the hour: After discarding any number of cards as damage, draw a card.

Reveal Zae to recharge Appleslayer

Radovan goes down by the river, into the river he'd dive, down by the river...

Free explore: River 1

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.

Wisdom 2: 1d6 ⇒ 5 Acquired. Keep in hand, despite Quang's pleading.

Discard Grogul to explore River 2

Unseen Sentinel:

Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.

BA Perception 7: 1d8 + 2 ⇒ (7) + 2 = 9
Radovan & Fell Viridio & Norge adds +1d4+3 (and the Fire and Poison traits)
Reveal Hrym adds Str (1d8)+1d8+1=+2d8+1
Banner of the Ancient Kings adds +1
Combat 11: 1d4 + 3 + 2d8 + 1 + 1 ⇒ (4) + 3 + (6, 4) + 1 + 1 = 19 Unseen Sentinel is banished

Discard Zae to explore River 3

Helm:

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.

Fort 4: 1d8 + 2 ⇒ (7) + 2 = 9
Radovan is tired of hearing Quang's whining and he gives her a helmet to chew on.

Discard Rodrick to explore River 4

Aspect of the Monkey:

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.

Bury Helm from Quang
Wis 7: 1d6 + 1d6 ⇒ (2) + (6) = 8
Quang is complaining again after losing her helmet, so Radovan lets her munch on a scroll he found.

Discard Orison to explore River 5

Boots of Friendly Terrain:

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.

Stealth 8: 1d8 + 5 ⇒ (8) + 5 = 13
Radovan doesn't want Quang to get a stomach ache, so he puts the boots on himself. She complains.

End turn, reset hand.

Radovan 3.2 wrote:

Hand: Hrym, Burglar's Buckler, Ring of Protection (Loot), Boots of Friendly Terrain, Alaeron, Snick,

Displayed: Poisoned Bullets, Quang 0 Porcupine, Voidglass Armor, Quang 2 Aspect of the Monkey,
Deck: 8 Discard: 4 Buried: 2
Current Location: River
Hero Points: 1
NOTES:
Available Support: Blessings and other cards available unless stated otherwise.

Boots: recharge to add 1d8 on any local check (at the River)

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: Graveyard

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lucky Starknife, Blessing of Urgathoa, Blessing of Abadar, Stormrune Knife, Blessing of the Elements, Embalming Fluid, Dagger Pistol +1
Recharged: Appleslayer,
Discard Pile: Grogul, Zae, Rodrick, Orison,
Buried Pile: Blessing of Norgorber, Quang 0 Helm,

Skills and Powers:
SKILLS
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
Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
    ☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Goblin Pirate Deck Handler

    The hour is Incitation No effect

    Radovan has extracted almost all the boons from the River, so Ranzak decides to join Korundo at the Campsite in search of richer pickings.

    The first thing he turns up is Campsite card #3 a Gem of Mental Acuity
    That's a fairly tough check to acquire, so discard bury the Blessing of Lady Lastbreath to add two dice.

    Charisma 11: 3d6 + 1d4 + 3 ⇒ (6, 5, 4) + (3) + 3 = 21 Wow! would have made that even without the extra dice!

    Explore again 3?: 1d6 ⇒ 3 Yes

    Next Ranzak finds (Campsite card #4) a monster

    Demonling:

    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.

    Ranzak reveals Reformarium Servant and discards the Gem of Mental Acuity to auto-succeed at the BA wisdom check.

    Using Force Shortbow:
    Combat 8: 1d10 + 3 + 1d6 + 1 ⇒ (7) + 3 + (3) + 1 = 14 The demonling is defeated.

    Next, Ranzak buries Poog of Zarongel to recharge 1d4 ⇒ 1 random cards from his discard pile (Invisibility).

    Finally he ends his turn.
    From the location power he heals a random card (Gem of Mental Acuity).

    Ranzak resets his hand, drawing Blessing of the Samurai and Thieves' Tools.

    Ranzak wrote:

    Hand: Force Shortbow +1, Banner of the Ancient Kings +, Thieves' Tools, Snake +, Reformarium Servant, Blessing of Erastil, Blessing of the Samurai #1,

    Displayed:
    Deck: 12 Discard: 2 Buried: 2
    Current Location: Campsite
    Hero Points: 2
    Reroll used
    NOTES:
    Available Support: Blessings generally available. Banner of the Ancient Kings can be Displayed & Buried to remove 1d4 scourges.
    Movement: Ranzak sticks closely to Radovan
    Other: Starred boons updated to new versions

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3
    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 ☐ 10 ☐ 11
    Proficiencies:
    ☐ Heavy 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) (☑ +3) 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.
    ☐ If another character at your location fails a check to acquire a boon, you may attempt a check to acquire it.


    Korundo missed a +1d4 against Cave Lizard; since he was making a check against a card with the Animal trait, his check invoked Animal.

    I'm also not sure how Ranzak auto-passed the BA Wisdom/Perception 5 check, and he also has not displayed Banner of the Ancient Kings from Korundo's turn.

    ===========================

    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT

    During This Scenario:

  • Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

  • The villain has the following power added to it: "Before Acting, each local character must succeed at an Intelligence, Wisdom, or Charisma 5+# check or suffer the scourge Exhausted."

    Additional Rules: =
    THREAT LIST:

  • Danger: Wight
  • Villain: Bandit
  • Closing Henchmen: Zombie Minions, Planar Rift, Mummy, Kobold Horde, Screaming Lock

    Scenario Level (#): 3

    Turn: 15, Enora/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Cave Bear
    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.

    Spoiler:
    Wolf Pack
    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.

    Spoiler:
    Giant Fly
    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.

    Spoiler:
    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.


    Spoiler:
    Mimic
    Core
    Monster 2
    Traits:
    Aberration
    Trap
    To Defeat:
    Combat 15
    OR Wisdom
    Perception 9
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Barriers
    Spoiler:
    Secret Stockpile
    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.

    Spoiler:
    Thunderstorm
    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.

    Spoiler:
    Labyrinth
    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.

    Spoiler:
    Imprisonment
    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.

    Spoiler:
    Poison Gas
    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
    Spoiler:
    Shortbow
    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.

    Spoiler:
    Throwing Axe
    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.

    Spoiler:
    Keen Rapier
    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.

    Spoiler:
    Dagger
    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.

    Spoiler:
    Deathbane Light Crossbow
    Core
    Weapon 1
    Traits:
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

    Spells
    Spoiler:
    Charm Person
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 6
    On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spoiler:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Spoiler:
    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.

    Spoiler:
    Revitalize
    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.

    Spoiler:
    Fly
    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.

    Armors
    Spoiler:
    Full Plate
    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.

    Spoiler:
    Light Shield
    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.

    Spoiler:
    Glamered Leather Armor
    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.

    Spoiler:
    Impervious Chain Shirt
    Core
    Armor 3
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 4.
    * When you suffer any damage, you may discard to reduce it to 0.
    * You may discard to remove 1 of your scourges.

    Spoiler:
    Covering Heavy Shield
    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.

    Items
    Spoiler:
    Flame Staff
    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.

    Spoiler:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Spoiler:
    Acid Flask
    Core
    Item 0
    Traits:
    Acid
    Alchemical
    Attack
    Liquid To Acquire:
    Intelligence
    Craft 4
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
    On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.

    Spoiler:
    Spyglass
    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.

    Allies
    Spoiler:
    Acolyte
    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.

    Spoiler:
    Fox
    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.

    Spoiler:
    Horse
    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.

    Spoiler:
    Sage
    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.

    Spoiler:
    Noble
    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.

    Blessings
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Spoiler:
    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.

    Hour Power: On your checks while you avenge, bless.

    Top of Blessing Discard Pile:

    The Savored Sting:
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless. To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

    Blessings Remaining: 15

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Korundo/Akaitora
    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.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Radovan/AbrahamZ
    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.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Ranzak/JohnF
    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.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Enora/Bigguyinblack
    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.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Korundo/Akaitora
    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.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Radovan/AbrahamZ
    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.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Ranzak/JohnF
    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.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Enora/Bigguyinblack
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Korundo/Akaitora
    The Father of Creation
    Core
    Blessing 3
    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
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Radovan/AbrahamZ
    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.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Ranzak/JohnF
    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.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Enora/Bigguyinblack
    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.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Korundo/Akaitora
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Radovan/AbrahamZ
    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.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Ranzak/JohnF
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Location #1: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Lost Local, No Henchman/Villain)

    Graveyard Card 1:
    Quarterstaff
    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.
    Graveyard Card 2:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Graveyard Card 3:
    Pit Trap
    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.
    Graveyard Card 4:
    Troll
    Core
    Monster 2
    Traits:
    Troll
    Veteran
    To Defeat:
    Combat 8+##
    THEN Combat 10+##
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
    Graveyard Card 5:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.
    Graveyard Card 6:
    Brain Ooze
    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.
    Graveyard Card 7:
    Lion's Helm
    Core
    Armor 3
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 10
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    Discard to remove the scourges Exhausted and Frightened from all local characters.
    After playing this armor, you may not play a Helm boon this encounter.
    Graveyard Card 8:
    Termite Swarm
    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.
    Graveyard Card 9:
    Armor of Insults
    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.

    Location #2: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Shrine Card 1:
    Zombie Minions
    Core
    Story Bane 1
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9
    THEN Combat 11+#
    Immune to Mental and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.
    Shrine Card 2:
    Invisible Wall
    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.
    Shrine Card 3:
    Swamp Ooze
    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.
    Shrine Card 4:
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1. To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Shrine Card 5:
    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.
    Shrine Card 6:
    Drowning Mud
    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.
    Shrine Card 7:
    Ghast
    Core
    Monster 3
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 13+##
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
    Shrine Card 8:
    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.
    Shrine Card 9:
    Burning Tar
    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.
    Shrine Card 10:
    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.

    Location #3: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, None
    Repository Card 1 (Bandit):
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Location #4: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Korundo/Akaitora, Ranzak/JohnF, None
    Campsite Card 1:
    Guide
    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.
    Campsite Card 2:
    Evoker
    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.
    Campsite Card 3:
    Standard Bearer
    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.
    Campsite Card 4:
    Screaming Lock
    Core
    Story Bane 1
    Traits:
    Lock
    Magic
    To Defeat:
    Dexterity
    Arcane
    Disable 8
    Before acting, each local character suffers 1 Mental damage that cannot be reduced.
    If undefeated, suffer the scourge Dazed.
    Campsite Card 5:
    Giantbane Greataxe
    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.

    Location #5: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Radovan/AbrahamZ, None
    River Card 1:
    Faceless Stalker
    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.
    River Card 2:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.
    River Card 3:
    Blast Stone
    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.
    River Card 4:
    Planar Rift
    Core
    Story Bane 1
    Traits:
    Magic
    Obstacle
    To Defeat:
    Combat 11+##
    OR Arcane
    Divine 6+#
    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.
    River Card 5:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

  • Dark Archive

    deck handler

    The Savored Sting: When this is the hour: On your checks while you avenge, bless.

    Enora will get this Cure scroll to Korundo eventually. She heads to the Campsite

    Campsite Card 1: Guide:

    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.

    And meets a camp guide.

    Diplomacy 5 revealing a book to reveal Chronicler then revealing a book for Enora's power: 2d4 + 1d6 ⇒ (1, 4) + (4) = 9

    Discard Guide to explore.

    Campsite Card 2: Evoker:

    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.

    Evil Halflings give us good Halflings a bad name.

    damage type: 1d6 ⇒ 4 Fire
    BYA dmg to random local character 1 Enora, 2 Korundo, 3 Ranzak: 1d3 ⇒ 3

    Ranzak takes 1 fire damage.

    Arcane 10 revealing a book and revealing Spellbook: 1d12 + 2d4 + 4 ⇒ (9) + (3, 2) + 4 = 18

    Discard Life Drain 2, Holy Light, Blessing of Milani, and Chronicler to the damage. End turn. Heal 1 card due to location (Holy Light) then refresh hand.

    Enora takes AYA Fire dmg: 1d4 ⇒ 4

    Enora wrote:

    Hand: Life Drain 1, Cure, Cleric of Nethys, Spellbook, Pyrotechnic Blast, Ice and Fire, Sapphire of Intelligence,

    Displayed:
    Deck: 5 Discard: 7 Buried: 1
    "Current Location: Campsite
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    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!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    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 ([x] 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.
    [x] You may reveal a boon that has the Book trait to add 1d4 (☐ +1)(☐ +2) to your check.

    Campsite card 1 acquired.
    Campsite card 2 banished.

    Ranzak took 1 fire damage.

    Grand Lodge

    Deck upgrade preferences: Ally, Weapon, Spell. Deck Handler

    Starting Korundo's turn. The turn is Gorum's Iron. Hour Power: When this is the hour: On your non-Attack combat check, add 1.

    At the start of Korundo's turn, he is going to use Leryn to examine Campsite Card 3: Standard Bearer. Also at the start of his turn, Korundo will change his flex feat to recharging a card to add the animal trait to his check.

    Korundo will now explore to encounter Standard Bearer. On his CtA, Korundo will recharge Aspect of the Bear to add the animal trait to his check, and then 1d4 since his check now invokes the Animal trait.

    CtA Melee 6: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (4) = 9

    Acquired! Korundo will then reload Leryn to examine the top 2 cards of Campsite. He examines Campsite Card 4: Screaming Lock, and Campsite Card 5: Giantbane Greataxe. Since Korundo has a role, he will re-arrange them. He will then discard Standard Bearer to explore again and encounter Card 5: Giantbane Greataxe.

    For his check to acquire, Korundo will recharge the Lion's Helm to add the animal trait, and 1d4 from his power.

    CtA Melee 12: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (4) = 9

    Banished! Korundo would take 3 damage, but he recharges his Arboreal Armor to prevent it all.

    Korundo could explore again and probably defeat the barrier, but he would not be able to close the location, so he will just end his turn here.

    At the end of his turn, Korundo heals a card: Blessing of Shax. His deck is shuffled. Then he resets his hand.

    Korundo wrote:

    Hand: Animal Call, Bloodscent, Leryn, Snow Leopard, Cure,

    Displayed:
    Deck: 12 Discard: 3 Buried: 1
    Current Location: Campsite
    Hero Points: 2
    NOTES:
    Other: Leryn is giving Korundo Perception: Wisdom +2.

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +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 (☑ or when you encounter a bane), 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)(☐ or discard it to reroll the dice and take the new result).

    ☑ Add 1d4 to your check that invokes the Animal trait.
    ☐ You may recharge a card (☐ or reveal a card that has the Animal trait) to add the Animal trait to your check.
    ☐ When you attempt an Acrobatics, Fortitude, Perception or Stealth check, you may discard (☐ or recharge) a card to use your Survival skill instead of the listed skill.
    ☐ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (☐ or to exchange your displayed Hunter Class Deck cohort for another Hunter Classs Deck cohort from the box).

    After the start of Radovan's turn, Korundo will re-display Leryn as usual. It looks like some people are hurting, so Korundo will cast Cure on Enora.

    Cure on Enora: 1d4 + 1 ⇒ (3) + 1 = 4

    At the end of Radovan's turn, Korundo attempts to recharge Cure.

    Recharge Cure: 1d8 + 5 ⇒ (8) + 5 = 13

    Cure is recharged.

    Enora heals for 4 cards. Campsite only has Card 4 left on it. It's a Screaming Lock barrier.

    Korundo wrote:

    Hand: Bloodscent, Animal Call, Snow Leopard,

    Displayed: Leryn,
    Deck: 13 Discard: 3 Buried: 1
    Current Location: Campsite
    Hero Points: 2
    NOTES:
    Other: Leryn is giving Korundo Perception: Wisdom +2.

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +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 (☑ or when you encounter a bane), 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)(☐ or discard it to reroll the dice and take the new result).

    ☑ Add 1d4 to your check that invokes the Animal trait.
    ☐ You may recharge a card (☐ or reveal a card that has the Animal trait) to add the Animal trait to your check.
    ☐ When you attempt an Acrobatics, Fortitude, Perception or Stealth check, you may discard (☐ or recharge) a card to use your Survival skill instead of the listed skill.
    ☐ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (☐ or to exchange your displayed Hunter Class Deck cohort for another Hunter Classs Deck cohort from the box).


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    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.

    Reveal Hrym to recharge Rodrick
    Reveal Snick to recharge Grogul

    Free explore: River 1

    Faceless Stalker :

    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.

    autofail BYA Wis 7
    Radovan & Fell Viridio & Norge adds 1d4+3 (and the Fire and Poison traits)
    Reveal Hrym adds Str (1d8)+1d8+1=+2d8+1
    Banner of the Ancient Kings adds +1
    Combat 12+2=14: 1d4 + 3 + 2d8 + 1 + 1 ⇒ (2) + 3 + (3, 4) + 1 + 1 = 14 banished

    Discard Snick to explore: River 2

    Haughty Nobles :

    Core
    Barrier 1
    Traits:
    Cache
    Task
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Reveal Hrym to roll 1d10+3 for Diplomacy
    Bury Aspect of the Monkey from Quang
    Diplomacy 6+3=9: 1d10 + 3 + 1d6 + 2 ⇒ (9) + 3 + (1) + 2 = 15

    Haughty Nobles power: summon and encounter random ally

    Acolyte :

    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.

    Reveal Hrym to auto acquire

    Discard Acolyte to explore River 3

    Blast Stone :

    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.

    Recharge Boots of Friendly Terrain
    Int 4: 1d4 + 1d8 ⇒ (4) + (1) = 5

    Discard Alaeron to explore River 4

    Planar Rift:

    Core
    Story Bane 1
    Traits:
    Magic
    Obstacle
    To Defeat:
    Combat 11+##
    OR Arcane
    Divine 6+#
    Cannot be evaded.
    Before acting, a local character summons and encounters the danger.
    The difficulty to defeat is increased by the number of locations.

    BYA, summon and encounter the danger

    Wight:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.


    Quang power: evade Wight

    Radovan & Fell Viridio & Norge adds 1d4+3 (and the Fire and Poison traits)
    Discard Hrym adds Str (1d8)+1d8+1+1d8+3 (and the Cold trait)=+3d8+4
    Banner of the Ancient Kings adds +1
    Banish Blast Stone adds +2d4 (and the Fire trait)
    Planar Rift, Combat 11+3+3+5=22: 1d4 + 3 + 3d8 + 4 + 1 + 2d4 ⇒ (4) + 3 + (3, 6, 7) + 4 + 1 + (3, 3) = 34
    Rules question: it doesn't matter since I beat it by more than 1, but can both Banner and Blast Stone apply here? Or does that violate the only one type of boon per check rule?

    Bury Porcupine from Quang
    Close check, Fort 5+3=8: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7
    Location power: discard Ring of Protection to reroll d6: 1d6 ⇒ 4
    River is closed
    Move to campsite

    End turn. Location power - heal a random card - Orison. Deck is shuffled.
    Reset hand

    Radovan 3.2 wrote:

    Hand: Dagger Pistol +1, Stormrune Knife, Burglar's Buckler, Embalming Fluid, Blessing of Urgathoa, Blessing of the Elements,

    Displayed: Poisoned Bullets, Voidglass Armor,
    Deck: 7 Discard: 6 Buried: 4
    Current Location: Campsite
    Hero Points: 1
    NOTES:
    Available Support: Blessings and other cards available unless stated otherwise.

    Don't use BoUrgathoa unless urgently needed. Better to use BoElements when it will recharge (i.e. discard) but use it regardless if you need it.
    Movement: If location closes, move to: Graveyard

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Rodrick, Appleslayer, Boots of Friendly Terrain, Grogul, Orison, Blessing of Abadar, Lucky Starknife
    Recharged:
    Discard Pile: Snick, Zae, Acolyte, Alaeron, Hrym, Ring of Protection (Loot),
    Buried Pile: Blessing of Norgorber, Quang 0 Helm, Quang 2 Aspect of the Monkey, Quang 0 Porcupine,

    Skills and Powers:
    SKILLS
    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
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
    ☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • BR Yewstance wrote:


    I'm also not sure how Ranzak auto-passed the BA Wisdom/Perception 5 check, and he also has not displayed Banner of the Ancient Kings from Korundo's turn.

    Because I misread it as a Survival check (at +3) when I was checking the numbers?

    Let's roll the dice for that .. Wisdom 5: 2d4 ⇒ (1, 1) = 2 Nope - Ranzak needs to take two poison damage (Snake and Reformarium Servant would have been the obvious choices). He would also have drawn two more cards when he reset his hand (Grappler's Mask & Blood Periapt).

    The Banner of the Ancient Kings is more of an issue.

    When I first got this in my hand there was a question raised on Discord as to why I hadn't displayed the banner. I said that I felt it was more valuable to have the option of using the banner to remove scourges, which was why I didn't display it immediately and have it banished the first time somebody failed a combat check.

    I also explicitly stated in the "support" section that the banner could be displayed and buried to remove scourges - I did not say it could be displayed to add to combat checks.

    I hadn't noticed that Korundo had asked for that to take place.

    This is made even more complicated by the fact that on his turns Radovan assumed the Banner was displayed.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Hmm, yes, and Radovan only made his check against the Faceless Stalker because of the banner. Though I could have discarded a card (River power) to reroll a die if I'd had to. Not sure how that would have affected the rest of my turn though.


    I think Enora forgot that she can reduce Fire damage dealt to her to 0 by discarding a spell with one of her character powers. Since multiple heal effects have occurred since, it's too hard to retcon, unfortunately.

    As mentioned in Hangouts, Ranzak may keep the Banner in his hand. I'll overlook all other impacts of that ruling, and nobody needs to retcon anything.

    Also; man everyone's taking Poison and Fire damage at the location Radovan's not at.

    Anyway, you're near the end of the game - the villain's isolated and you're down to 4 locations (soon to be 3, from the looks of it), so you're on the verge of winning.

    ============================

    Finally, @Radovan, for future reference: You can use both Blast Stone and Banner of the Ancient Kings on the same check, because the latter is not considered 'playing' an item.

    Banner of the Ancient Kings power text wrote:
    On all combat checks, add 1. If any character fails a combat check, bury this item.

    Using a power on a card always involves choosing to play it; so if it said "You may add 1", or if it was being displayed on that very check, both of those situations would mean you're playing an item. As it is, because it's a non-optional modification, you're not playing any kind of card, and thus it doesn't count towards your one item per check.

    This is also why you're allowed to add both Norge and Fell Viridio's passive +1 and +2 bonuses on the same check. You cannot, however, banish a monster from both for extra combat checks; you could only choose to use one in such a manner in a given check.

    (Unrelated; since you're at location with a henchman that does Mental damage, a reminder you've got an almost completely unique Armor displayed that lets you 'resist' mental damage. Sort of.)

    ==============================

    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT

    During This Scenario:

  • Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

  • The villain has the following power added to it: "Before Acting, each local character must succeed at an Intelligence, Wisdom, or Charisma 5+# check or suffer the scourge Exhausted."

    Additional Rules: =
    THREAT LIST:

  • Danger: Wight
  • Villain: Bandit
  • Closing Henchmen: Zombie Minions, Planar Rift, Mummy, Kobold Horde, Screaming Lock

    Scenario Level (#): 3

    Turn: 18, Ranzak/JohnF

    Random Cards:

    Monsters
    Spoiler:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

    Spoiler:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Spoiler:
    Pixie Gang
    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.

    Spoiler:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.

    Spoiler:
    Dire Boar
    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
    Spoiler:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.

    Spoiler:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Spoiler:
    Cryptic Message
    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.

    Spoiler:
    Secret Stockpile
    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.

    Spoiler:
    Haunt
    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.

    Weapons
    Spoiler:
    Light Crossbow
    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.

    Spoiler:
    Shock Glaive
    Core
    Weapon 2
    Traits:
    2-Handed
    Electricity
    Magic
    Melee
    Polearm
    Slashing To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Rapier
    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.

    Spoiler:
    Allying Dart
    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.

    Spells
    Spoiler:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Spoiler:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Spoiler:
    Magic Eye
    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.

    Spoiler:
    Fiery Glare
    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.

    Spoiler:
    Viper Strike
    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.

    Armors
    Spoiler:
    Spiked Breastplate
    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.

    Spoiler:
    Tower Shield
    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.

    Spoiler:
    Chain Shirt
    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.

    Spoiler:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Shield of Resistance
    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.

    Items
    Spoiler:
    Ring of Protection
    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.

    Spoiler:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.

    Spoiler:
    Circlet of Mental Acuity
    Core
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

    Spoiler:
    Ambrosia
    Core
    Item 3
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 12
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Spoiler:
    Balmberry
    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.

    Allies
    Spoiler:
    Raccoon
    Core
    Ally 3
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 12
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.

    Spoiler:
    Bodyguard
    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.

    Spoiler:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Spoiler:
    Droogami
    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.

    Spoiler:
    Archer
    Core
    Ally 0
    Traits:
    Human
    Ranger To Acquire:
    Charisma
    Diplomacy
    Ranged 4
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Blessings
    Spoiler:
    The Eternal Rose
    Core
    Blessing 3
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you encounter a monster, you may evade it. To Acquire:
    Charisma
    Divine 8
    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Hour Power: On your blessed check, you may reroll any dice showing 1.

    Top of Blessing Discard Pile:

    Irori's Mastery:
    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.

    Blessings Remaining: 12

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Enora/Bigguyinblack
    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.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Korundo/Akaitora
    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.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Radovan/AbrahamZ
    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.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Ranzak/JohnF
    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.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Enora/Bigguyinblack
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Korundo/Akaitora
    The Father of Creation
    Core
    Blessing 3
    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
    Craft
    Divine 8
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Radovan/AbrahamZ
    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.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Ranzak/JohnF
    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.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Enora/Bigguyinblack
    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.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Korundo/Akaitora
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Radovan/AbrahamZ
    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.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Ranzak/JohnF
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Location #1: Graveyard
    Sacred
    Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M: 4 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Lost Local, No Henchman/Villain)

    Graveyard Card 1:
    Quarterstaff
    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.
    Graveyard Card 2:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
    Graveyard Card 3:
    Pit Trap
    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.
    Graveyard Card 4:
    Troll
    Core
    Monster 2
    Traits:
    Troll
    Veteran
    To Defeat:
    Combat 8+##
    THEN Combat 10+##
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
    Graveyard Card 5:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.
    Graveyard Card 6:
    Brain Ooze
    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.
    Graveyard Card 7:
    Lion's Helm
    Core
    Armor 3
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 10
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    Discard to remove the scourges Exhausted and Frightened from all local characters.
    After playing this armor, you may not play a Helm boon this encounter.
    Graveyard Card 8:
    Termite Swarm
    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.
    Graveyard Card 9:
    Armor of Insults
    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.

    Location #2: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Shrine Card 1:
    Zombie Minions
    Core
    Story Bane 1
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9
    THEN Combat 11+#
    Immune to Mental and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.
    Shrine Card 2:
    Invisible Wall
    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.
    Shrine Card 3:
    Swamp Ooze
    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.
    Shrine Card 4:
    Our Lord In Iron
    Core
    Blessing 3
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1. To Acquire:
    Divine
    Melee
    Ranged 8
    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
    Shrine Card 5:
    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.
    Shrine Card 6:
    Drowning Mud
    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.
    Shrine Card 7:
    Ghast
    Core
    Monster 3
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 13+##
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
    Shrine Card 8:
    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.
    Shrine Card 9:
    Burning Tar
    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.
    Shrine Card 10:
    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.

    Location #3: Repository
    Sacred
    Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Repository Card 1 (Bandit):
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Location #4: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
    Campsite Card 1 (Screaming Lock):
    Screaming Lock
    Core
    Story Bane 1
    Traits:
    Lock
    Magic
    To Defeat:
    Dexterity
    Arcane
    Disable 8
    Before acting, each local character suffers 1 Mental damage that cannot be reduced.
    If undefeated, suffer the scourge Dazed.


  • Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Thanks - that's a very helpful explanation.


    Goblin Pirate Deck Handler

    Ranzak is setting up to guard his location for the final confrontation.

    As we're no longer worried about scourges, he will display Banner of the Ancient Kings.
    I was tempted not to correct my original typo - Banner of the Ancient Kinks.

    He will also discard Grappler's Mask and Thieves' Tools (leaving Blood Periapt for use in the check to guard).

    This lets him draw three cards when he resets his hand at the end of his turn.
    Unfortunately he doesn't get anything particularly useful (two spells and a weapon).
    That does at least leave both of his blessings available -
    he can recharge a spell, an item, and a weapon to guard his location.
    (either spell, the blood periapt, and the force shortbow)

    Ranzak wrote:

    Hand: Arquebus, Force Shortbow +1, Fiery Glare*, Invisibility +, Blood Periapt, Blessing of Erastil, Blessing of the Samurai #1,

    Displayed: Banner of the Ancient Kings +,
    Deck: 7 Discard: 6 Buried: 2
    Current Location: Campsite
    Hero Points: 2
    Reroll used
    NOTES:
    Available Support: Blessings generally available. Banner of the Ancient Kings Displayed to add 1 to combat checks.
    Movement: Ranzak sticks closely to Radovan
    Other: Starred boons updated to new versions

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3
    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 ☐ 10 ☐ 11
    Proficiencies:
    ☐ Heavy 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) (☑ +3) 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.
    ☐ If another character at your location fails a check to acquire a boon, you may attempt a check to acquire it.

    Good luck with the villain!

    Edit: I was reminded Ranzak gets to heal a card at the end of his turn. He healed the Grappler's Mask.

    Dark Archive

    deck handler

    Benefaction: When this is the hour: No effect.

    "There you are. This is for you."

    Pass Cure to Korundo

    Enora travels to the Graveyard.

    Graveyard Card 1: Quarterstaff:

    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.

    melee 4 recharging Sapphire of Intelligence and revealing a book: 1d12 + 1d4 ⇒ (11) + (1) = 12

    End turn discarding Quarterstaff and refreshing hand.

    Enora wrote:

    Hand: Life Drain 1, Pyrotechnic Blast, Ice and Fire, Spellbook, Cleric of Nethys, Wall of Light (Loot), Fire Snake,

    Displayed:
    Deck: 4 Discard: 8 Buried: 1
    "Current Location: Graveyard
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    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!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    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 ([x] 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.
    [x] You may reveal a boon that has the Book trait to add 1d4 (☐ +1)(☐ +2) to your check.

    Grand Lodge

    Deck upgrade preferences: Ally, Weapon, Spell. Deck Handler

    During Enora's turn, received Cure.

    Starting Korundo's turn. The hour is Prayer. No effect.

    At the start of his turn, Korundo is going to choose the power to recharge a card and add the animal trait to his check.

    During his move step, Korundo is going to move to the Shrine.

    Korundo will discard his Animal Call to draw Fox from his deck. He will then cast Cure on himself.

    Cure on Korundo: 1d4 + 1 ⇒ (3) + 1 = 4

    Korundo has all cards in his discard pile healed: (Riding Allosaurus, Blessing of Angradd, Quarterstaff of Vaulting, Animal Call). Deck shuffled.

    Korundo will explore. He encounters Shrine Card 1: Zombie Minions. When he encounters a bane, Korundo changes his flex feat to being able to recharge the revealed animal ally during a combat check to add its adventure number to the result.

    For his check to defeat, Korundo will reveal Fox to use his Survival + 1d6 and add the Animal and Melee traits. This adds another 1d4 from Korundo's power. I think Ranzak's banner is now displayed, so that's another +1.

    CtD Combat 9: 1d8 + 1d6 + 1d4 + 4 + 1 ⇒ (6) + (4) + (1) + 4 + 1 = 16

    For the second check to defeat, Korundo will reveal the same cards and use the same powers. He will additionally banish Bloodscent to add 1d10 to his Survival check.

    CtD Combat 14: 1d10 + 1d8 + 1d6 + 1d4 + 4 + 1 ⇒ (4) + (2) + (4) + (3) + 4 + 1 = 18

    Success! This allows Korundo to examine the top card of any location. He examines Shrine Card 2: Invisible Wall, which triggers. Zombie Minions is defeated.

    Korundo can't make the Dexterity or Disable 9 check, so Invisible Wall is reloaded and Korundo's turn ends.

    Korundo attempts to recover all cards in his Recovery pile.
    Enora's Cure: Divine #: 1d8 + 4 ⇒ (4) + 4 = 8 -> Enora's Cure recharged.
    Bloodscent: Divine 8: 1d8 + 4 ⇒ (7) + 4 = 11 -> Bloodscent recharged.

    Korundo resets his hand.

    Korundo wrote:

    Hand: Standard Bearer (Core), Fox, Snow Leopard, Blessing of Angradd, Riding Allosaurus,

    Displayed: Leryn,
    Deck: 13 Discard: 0 Buried: 1
    Current Location: Campsite
    Hero Points: 2
    NOTES:
    Other: Leryn is giving Korundo Perception: Wisdom +2.

    Skills and Powers:
    SKILLS

    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +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 (☑ or when you encounter a bane), 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)(☐ or discard it to reroll the dice and take the new result).

    ☑ Add 1d4 to your check that invokes the Animal trait.
    ☐ You may recharge a card (☐ or reveal a card that has the Animal trait) to add the Animal trait to your check.
    ☐ When you attempt an Acrobatics, Fortitude, Perception or Stealth check, you may discard (☐ or recharge) a card to use your Survival skill instead of the listed skill.
    ☐ At the end of your turn, you may discard a card to draw a card that has the Animal trait from your discard pile (☐ or to exchange your displayed Hunter Class Deck cohort for another Hunter Classs Deck cohort from the box).


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    It is the hour of Sarenrae's Light. When this is the hour: When you heal, you may heal an additional card.

    Radovan heads back to the Repository. It's time to deal with this bandit leader!

    Guard checks needed from Ranzak, Enora, and Korundo.

    Dark Archive

    deck handler

    Enora prevents a zombie from helping it's master.

    Zombie Minions:
    Zombie Minions
    Story Bane Monster 1

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9
    THEN
    Combat
    11+#

    Powers
    Immune to Mental and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    combat 9 casting Wall of Light (Loot), recharging Life Drain 2 from discard, revealing a book: 1d12 + 2d8 + 1d4 + 4 ⇒ (5) + (5, 4) + (3) + 4 = 21

    combat 11 +3 casting Ice and Fire and revealing a book: 1d12 + 2d8 + 1d4 + 7 ⇒ (10) + (5, 6) + (4) + 7 = 32

    Graveyard guarded.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Bandit :

    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Scenario Power:
    The villain has the following power added to it: "Before Acting, each local character must succeed at an Intelligence, Wisdom, or Charisma 5+# check or suffer the scourge Exhausted."

    Discard Bury BoElements
    BA Cha 5+3=8: 1d8 + 1d8 ⇒ (2) + (2) = 4
    Using shirt reroll to reroll one of the 2s
    reroll 1d8: 1d8 ⇒ 4 Insufficient. Radovan suffers the scourge Exhausted. That's gonna make this trickier!

    BA recharge a card: Embalming Fluid

    Radovan & Fell Viridio & Norge adds 1d4+3 (and the Fire and Poison traits)
    Bury Dagger Pistol +1 adds Dex (1d8+3)+1d6+1+2d6=+1d8+3d6+4
    Banner of the Ancient Kings adds +1
    Combat 9+3+3=15: 1d4 + 3 + 1d8 + 3d6 + 4 + 1 ⇒ (1) + 3 + (7) + (3, 3, 6) + 4 + 1 = 28

    We win (if all the locations were successfully guarded)


    By my count, Korundo autopasses his Divine 8 check (1d8, +4 from skill feats, +1d8 from a blessing, +1d4 from adding the animal trait, +1d4 from Fox), so you win.

    And so; you've not only beaten the scenario; but also the adventure, and also the adventure path!

    CONGRATULATIONS!

    COMPLETED SCENARIO 3C: THE WANDERING WAY

    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 3, 3XP
    Ranzak -> Tier 3, 3XP

    SCENARIO REWARD:

  • Each character gets a new boon of any type.

    DEVELOPMENT:

    "The town of Belhaim thanks you for your service yet again!" says Lady Origena Devy. "I have arranged for your lodging, and should you be prepared for yet another adventure, I am sure one will come your way any day now."

    You thank the baroness for her generosity.

    In the morning, you can decide whether you want to stay in Belhaim another fortnight or seek our new adventures elsewhere.

    Tonight, wine and a warm bath await.

    PERSONALIZED DEVELOPMENT:
    (For context.)

    The would-be demilich - still weak and disoriented - has been struck down, and Belhaim is safe yet again!

    Belhaim would not soon forget the deeds of the brilliant Arcanist Enora, whom they will name a wing of their town archives after. She stays for a while, writing down arcane secrets the most learned among the town now share freely with her, and preparing her latest spellbook.

    Nor could they forget the Pitborn Radovan, who continues to contribute to a personal tab at the tavern that he knows full well nobody will ever call upon him to personally repay. Tolerance, as he's learned, can be purchased with the right heroism.

    When a local artist suggested that Korundo pose for him, so that he may sculpt a statue to the hunter's likeness, he knew not how close he came to being punched in the face for his insult. No; whilst the trappings of civilisation had been kind to him, Belhaim no longer offered a challenge worthy of him, and so he returns to the wilds on another hunting trip to keep his skills sharp. Perhaps he will return, or perhaps he will continue to wander until another adventure falls into his lap - even he doesn't yet know.

    Meanwhile, Ranzak has eagerly 'plundered' the local tailor and jeweller on the Baroness' dime, and can now be seen strutting through the town decked out in gaudy, poorly-matched finery. His newfound wealth hasn't stopped him from accepting odd jobs around town - mostly providing security to some mansion or 'retrieving' lost or stolen goods on request.

    ACQUIRED CARDS:

    Porcupine (Ally 0)
    Snake (Ally 0)
    Acolyte (Ally 0)
    Guide (Ally 0)
    Standard Bearer (Ally 1)

    Helm (Armor 0)
    Voidglass Armor (Armor 3)

    Orison (Blessing 0)
    Gorum's Iron (Blessing 1)

    Boots of Friendly Terrain (Item 1)
    Gem of Mental Acuity (Item 1)
    Elixir of Focus (Item 2)
    Banner of the Ancient Kings (Item 2)

    Invisibility (Spell 1)
    Holy Light (Spell 1)
    Aspect of the Monkey (Spell 2)

    Quarterstaff (Weapon 0)
    Dogslicer (Weapon 0)
    Quarterstaff of Vaulting (Weapon 1)
    Lucky Starknife (Weapon 2)

    (+1 random boon per party member, of a chosen type.)


  • COMPLETED ADVENTURE 3 - AETEPERAX REDUX

    ADVENTURE REWARD:

  • Each character searches their Class Deck box for a level 3 boon and gets it. This does not count towards your Deck Upgrade - you simply get to replace one of the cards in your deck with any level 3 card of that type.

    COMPLETED ADVENTURE PATH - THE DRAGON'S DEMAND (Sanctioned)

    ADVENTURE PATH REWARD:
    When any of your characters starts a scenario using the Core Set, you may replace 1 card from your deck with one of the following cards from the vault:

  • The weapon Dagger,
  • The spell Soothing Word,
  • The armor Chain Mail,
  • The item Balmberry,
  • The ally Guide, or
  • The blessing Incitation.
    (Only 1 character at each table may choose each card.) That card gains the Loot trait. At the end of the scenario, return the Loot card to the game box and return the card it replaced to your deck.

    Congratulations! You basically always have a loot option available to your characters now from the start! (As long as you're not playing in a pre-Core season.)

    I must also note that you can replace any of your cards for one of these "Loot". You can replace a weapon with an Incitation blessing, or you could replace an item with a Chain Mail! (Yes, I've 100% confirmed this is the designer intent, too.)


  • Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Thanks for running, Yewstance! I thoroughly enjoyed playing Radovan and hope to get him into some more games.

    Speaking of which, would you advise me not to tier up to tier 4 (he now has 3 xp at tier 3)? Given that Dragon Demand is now over, what's better for having a better chance of getting Radovan into something else in the future, 3.3, or 4.0, or won't matter?

    Now that the Adventure Path is over, Radovan can no longer use the Loot card Ring of Protection, correct?

    Radovan will spend his hero point on a Card Feat (Blessing). He'll fill that new Blessing spot in his deck with Blessing of the Quartermaster, which is Basic, and therefore doesn't use any of his available upgrades, correct?

    Scenario Deck Upgrade: none taken. Use my random boon for whatever is most helpful to other players (presumably a Spell?).

    Adventure Reward: add a level 3 boon to my deck: Replace Thieves' Tools with Wayfinder.

    Dark Archive

    deck handler

    Going to spend my hero point on card feat item. Filling the empty slot with Bestiary of Garund.

    Choosing spell for the random boon to be added to the upgrade pool.

    And I'll pick my upgrade and level 3 boon once we get all upgrade options.

    I'm hoping to upgrade a spell 2 from our pool then add a spell 3.


    Random draws (so far)...

    Good Omen (Spell 1)
    Deflect (Spell 0)

    Grand Lodge

    Deck upgrade preferences: Ally, Weapon, Spell. Deck Handler

    I'll choose "Ally" to be added to the pool.

    Korundo's hero point will be spent in an Ally Card Feat.

    Tentatively, Korundo would take one of the Spell 1 upgrades. If we get an Ally 2 or 3, Korundo will switch to that.

    Korundo will be adding Oaken Staff (a weapon 3) to his deck with the adventure reward.


    Random draws (continued)...

    Horse (Ally 0)

    It's up to Ranzak what he draws. Korundo has an interest in an Ally 2+, and Enora has an interest in a Spell 2+, in case he wishes to give his choice away.


    Goblin Pirate Deck Handler

    Ranzak will add a 1d2 ⇒ 2 Spell to the pool.

    He will not tier up, so he will not spend his Hero Point.

    For the adventure reward he will replace his Hand Crossbow with a Humanbane Crossbow +2


    Final Random draw...

    Enchant Weapon (Spell 0)

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