[ACG] [CAG II] We be Heroes? (Zalarian) (Inactive)

Game Master Zalarian

We Be Heroes?
WBH-1B: Chicken Run Act I

Turn Order
Grenek/Redeux Barbarian+UE - (EDT) GMT-4
Ukuja/morph147 Hunter - (EDT) GMT-4
Reepazo/Shnik Goblins Burn! + UW - (EDT) GMT-4
Jirelle/Zalarian Rogue + UI - (EDT) GMT-4
Kyra Core/EmpTyger Cleric - (CDT) GMT-5


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[larger][ACG] [CAG II] We be Heroes (Zalarian) [/larger]

Convention Name: Cards Against Gnomanity II
Begin Date (subject to change): 6/21/19
Estimated End Date (subject to change) :7/21/2019
Gameplay thread for We Be Heroes! (Core Set).

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Pathfinder Adventure Card Game : We Be Heroes?

The goblins of the Crookedtoes tribe suddenly find their bellies empty and growling for food. Worse, the tribe's best scout has gone missing, and the chief has tasked the brightest members of the Crookedtoes to go out into the woods and find out what happened. While searching for the missing scout, the goblins stumble across a wrecked farmhouse on a hill and discover a group of knights besieged by an undead army. Now, the new heroes must test their mettle—will they fall to the mighty zompigs or emerge as victorious heroes?

We Be Heroes? is a Pathfinder Adventure Card Game adventure designed for starting characters. It requires the Pathfinder Adventure Card Game Core Set to play. If you have only the Core Set, you can play this adventure with 1-4 characters. To play with 5 or 6 characters, you will need to either add characters and appropriate boons from an Adventure Path box, or add 1 Class or Character Deck for each additional player.

Release: This special 8-page Adventure Card Game storybook was created for Free RPG Day on June 15, 2019. The print edition will be available for sale and a free download will be available on paizo.com beginning July 1, 2019.

Note: Due to the special nature of this product, it is NOT part of any subscription

We Be Heroes?
The Crookedtoe goblins are a small tribe that was very nearly wiped out during the Goblinblood wars that engulfed the Chitterwood 20 years ago. They only managed to survive after the more aggressive, violent members of their tribe were killed and the remaining goblins fled far to the north, finally settling in the Southern Fangwood, where they took to hiding in the deeper sections of the forest. In a remarkable change of long-held tradition, the surviving goblins intentionally chose to curtail their ancestors' violent ways. A young and energetic leader named Velkik claimed to have had visions of the sun speaking to her, and she soon came to hold sway over the tribe, preaching the ways of redemption and peace. She subtly turned the tribe's obsession with fire into veneration of the sun, effectively creating a community devoted to Sarenrae, although because Velkik has no formal religious training, the community's faith is far from mainstream. Over the years, chief Velkik has introduced radical reforms: instead of being caged, goblin young are merely leashed, for instance, and reading and writing are not outright forbidden, although there is still much nervousness around the practice.

Perhaps more significantly, Velkik changed the way the Crookedtoes kept their voracious appetites sate. Instead of raiding nearby settlements, the tribe turned to hunting and gathering for subsistence. Under her leadership, the tribe has managed to avaoid conflict with any nearby humans; they have even made peaceful contact with a few travelling merchants who pass through the area. While the occasional rogue element arises in the group, Veliki keeps a close eye out for anyone who displays too many "classic" goblin behaviors.

But change is in the air. A foul miasma of death and decay has crept in to the lands of the Crookedtoes and food has become scarce. Animals in the forest seem to have fled, and the tribe's scouts have reported a rise in undead sightings. Worse, the tribe's best scout, Grimeye, has gone missing.

(Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra. Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.)

Goblins burn and goblins chew
Everybody says it's true!
But we also brave and strong
Fighting villains all day long!
Watch out monsters,
Guard your toes
'Cause we now be great heroes!

DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).


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    WBH-1A: Dead Meat
    Chief Velkik of the Crookedtoes Tribe speaks. “Crookedtoes goblins came to this forest far away from wars. But suddenly there’s nothing to eat.” Your tummies rumble in agreement. “Chief scout Grimeye supposed to bring back food, but now he missing. He said he saw tracks of food animal, maybe pig, wandering woods near here. You go find pig and maybe Grimeye too, and you be heroes!”

    You follow Grimeye’s trail to the remains of a longshanks farm. Their hogs, now undead, roam the yard, gorging themselves on the remains of the farmers. You spot a goblin ear hanging from a zompig’s mouth.

    SETUP:

  • Create the hourglass from 12 blessings. When preparing the story banes, display a closing henchman Zompig next to each location.

    STORY BANES:

  • Villain: None
  • Henchmen: None
  • Danger: Zombie Minion

    DURING THIS SCENARIO:

  • Danger: Zombie Minion
  • At the end of your turn, if a Zompig is displayed at your location, you may encounter it; if you choose not to, roll 1d10 for each Zompig and add a new boon under it:
    1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing 7-10. No boon.
  • When you encounter a Zompig, its difficulty to defeat is increased by 2 for each boon under it. If defeated, draw the boons under it then banish it; otherwise, display it at its location.
    Zompig:
    Zompig
    Story Bane Monster 1

    Traits
    Undead
    Zombie

    Check
    Combat
    8

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

    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.


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    During This Adventure: DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).

    Wait, I’m Not a Goblin!:

    Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra.
    Ever since the chief started talking to the sun, Crookedtoes gobbos get some weird visions.
    Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.

    During This Scenario: SETUP:

  • Create the hourglass from 12 blessings. When preparing the story banes, display a closing henchman Zompig next to each location.

    STORY BANES:

  • Villain: None
  • Henchmen: None
  • Danger: Zombie Minion

    DURING THIS SCENARIO:

  • Danger: Zombie Minion
  • At the end of your turn, if a Zompig is displayed at your location, you may encounter it; if you choose not to, roll 1d10 for each Zompig and add a new boon under it:
    1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing 7-10. No boon.
  • When you encounter a Zompig, its difficulty to defeat is increased by 2 for each boon under it. If defeated, draw the boons under it then banish it; otherwise, display it at its location.

    Zompig:
    Zompig
    Story Bane Monster 1

    Traits
    Undead
    Zombie

    Check
    Combat
    8

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

    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.

    Additional Rules:

    WILDCARDS:

    NAME EFFECTS
    Ablaze At the end of your turn, suffer 1d4-2 Fire damage.
    Confusion After you reset, shuffle a random card into your deck.
    Deadly When you suffer damage, it is increased by 1.
    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.
    Wearisome Each turn, you may use no more than 1 power that lets you explore.
    Beseiged After you move, suffer 1 Ranged Combat damage.
    Desperate When you encounter a boon and do not acquire it, discard a card.
    Hazardous When building the locations, add 6 barriers, distributed as evenly as possible.
    Impoverished After drawing your starting hand, draw 3 cards, then bury 3 cards.
    Monstrous When building the locations, add 6 monsters, distributed as evenly as possible.
    Withering At the end of your turn, bury a random card from your discards.

    SCOURGES:

    NAME EFFECTS
    Dazed "WHILE MARKED You may not examine locations.
    If you explored this turn, you may not explore again.
    If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
    Drained "WHILE MARKED
    On your checks, subtract 1 for each die rolled.
    At the end of your turn, you may bury a Divine boon to remove this scourge."
    Entangled "WHILE MARKED
    You cannot evade or move.
    When your location is closed, remove this scourge."
    Exhausted "WHILE MARKED
    On each check or step, you may play no more than 1 boon.
    At the start of your move step, you may end your turn to remove this
    scourge."
    Frightened "WHILE MARKED
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
    When your location is closed, you may remove this scourge."
    Poisoned "WHILE MARKED
    After you reset, recharge a random card.
    When you would heal any number of cards, you may remove this scourge instead."
    Wounded "WHILE MARKED
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead."
    Honor-Tested "WHILE MARKED
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove this scourge.
    At the end of the scenario, gain 1 respect point."
    Plagued "WHILE MARKED
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
    At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

    Scenario Level (#): 1

    Turn: 0

    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:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Spoiler:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Spoiler:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

    Barriers
    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Spoiler:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Spoiler:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Spoiler:
    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.

    Spoiler:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Weapons
    Spoiler:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

    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.

    Spoiler:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    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:
    Sleep
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local check against a monster or an ally, banish to add 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Spoiler:
    Holy Light
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 8
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Armors
    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    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.

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Items
    Spoiler:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Spoiler:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Spoiler:
    Token Of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    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:
    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.

    Allies
    Spoiler:
    Frog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    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.

    Spoiler:
    Tinker
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Disable 6
    On a local check to acquire or Craft check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

    Blessings
    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:
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Spoiler:
    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.

    Spoiler:
    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.

    Top of Blessing Discard Pile:

    :
    [/b]

    Traits: To Acquire:


    Blessings Remaining: 12

    [b]Blessings Deck

    Blessings Deck Cards/Turn Order:

    Location #1: Farm
    Urban
    Wild
    At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
    When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
    When Permanently Closed: You may draw a new Animal ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here:

    Henchman Proxy A1:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here:

    Henchman Proxy A2:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Henchman Proxy A3:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


  • DECK HANDLER

    Grenek raid storehouse for food

    Grenek the Big Hero wrote:

    Hand: Mace, Quartermaster2 (ALLY), Hide Armor, Butterfly Sword, BotQuartermaster3, Longsword,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0 Shirt Reroll Available: Y
    Notes: BotQuartermasters available if they recharge, otherwise ask

    Skills and Powers:
    SKILLS

    Strength d10 []+1 []+2 []+3 []+4
    Melee: Str+2
    Dexterity d6 []+1 []+2 []+3
    Constitution d8 []+1 []+2 []+3 []+4
    Fortitude: Con+1
    Intelligence d6 []+1
    Wisdom d4
    Charisma d8 []+1 []+2 []+3
    Diplomacy: Cha+0

    Favored Card: Melee Weapon
    Hand size 5 []6
    Proficient with: Weapons
    Powers:
    On your Strength check or your check against a monster, you may bury a random card from your discards (▢ or the top card of your deck) to add your Fortitude skill.
    On a local check against a monster, you may discard ([] or recharge) a card to add 1d4 (▢ 1d6) and the Piercing trait.
    At the end of your turn, you may move; any local Goblin characters may move with you

    "

    Card Descriptions:

    Hand descriptions:
    Longsword
    Spoiler:
    Longsword
    Traits: Sword, Melee, Piercing, 2-handed
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Mace
    Spoiler:
    Mace
    Traits: Mace, Melee, Bludgeoning
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Butterfly Sword
    Spoiler:
    Butterfly Sword
    Traits: Sword, Melee, Slashing, 2-handed, basic
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally put this card on top of your deck to add another 1d4. If any d4 rolled on this check is a 4, count it as a 5.
    Hide Armor
    Spoiler:
    Hide Armor
    Traits: Light Armor,
    Display. While displayed:
    When you suffer Cold or Combat damage, you may recharge to reduce it to 1.
    On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    Quartermaster2 (ALLY)
    Spoiler:
    Quartermaster2 (ALLY)
    Traits: Human, Pirate, Basic
    Recharge this card to add 1d4 to your check to acquire a spell, an ally, or a blessing.
    Recharge this card to add 1d8 to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your non-combat checks.
    BotQuartermaster3
    Spoiler:
    BotQuartermaster3
    Traits: Basic
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any non-combat check.
    Discard this card to explore your location.

    Displayed descriptions:
    "


    Female Human Goblin Cleric Deck Handler

    Starting at Storehouse

    "Kyra is ungoblin name? Nonsense talk! Kyra is *best* goblin name! Best Sarenrae clerics are all named Kyra. And best goblins follow Sarenrae. Sarenrae says follow to storehouse!"

    Kyra wrote:

    Hand: Fireblade, Blessing of Sarenrae 1, Inflict, Blessing of the Gods 3, Sage's Journal, Blessing of Sarenrae 2,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Notes: Will heal if convenient. Let me know either if you don't want healing, or if you would like me to go out of my way to heal.
    Ask before using: Blessing of the Gods; 2 Blessings of Sarenrae (discard to bless/bless twice if non-combat CON); Sage's Journal (bury for +1d4 vs local bane)
    Can use without asking: Blessing if would recharge; Blessing for villain/closing; Kyra's cleric power (+1d4 and Magic vs local Outsider/Undead bane)

    Skills and Powers:

    Skills:
    Strength d8 [] +1 [] +2 [] +3
    -- Melee: Strength +2
    Dexterity d4 [] +1
    Constitution d6 [] +1 [] +2
    Intelligence d6 [] +1 [] +2
    Wisdom d10 [] +1 [] +2 [] +3 [] +4
    -- Divine: Wisdom +3
    Charisma d8 [] +1 [] +2 [] +3
    -- Diplomacy: Charisma +1

    Powers:
    Favored Card: Blessing
    Proficient with: Armor Divine [] Weapon
    Hand Size 5 [] 6

    On a local check against an Outsider or Undead bane, add 1d4 ([] 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    [] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

    Hero Points: 0


    Ukuja Deck Handler

    Ukuja will be using White Tiger and Leryn as their cohorts this game.

    Ukuja will Start in Stable

    "

    Ukuja wrote:

    Hand: Fox, Frilled Lizard, Atlatl, Blessing of the Elements, Javelin, Cure,

    Displayed: Leryn, White Tiger,
    Deck: 9 Discard: 0 Buried: 0
    Notes: Blessing of the elements available if needed. save cure for if you have 3 plus cards in discard
    Sideboard cards:

    Skills and Powers:
    Skills:
    Strength: d6 □ +1 □ +2
    Dexterity: d10 □ +1 □ +2 □ +3 □ +4
    Ranged: Dexterity+2
    Constitution: d6 □ +1 □ +2
    Intelligence: d6 □ +1 □ +2
    Wisdom: d10 □ +1 □ +2 □ +3 □ +4
    Divine: Wisdom+1
    Survival: Wisdom+3
    Charisma: d4 □ +1 □ +2

    Favored Card: Ally or Spell
    Hand Size: 6

    Proficient with: Light Armors Weapons

    Powers:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.

    You may discard a card that has the Animal trait to evade a bane you
    encounter (☐ or to add 1d4 plus the discarded card's adventure deck
    number to your combat check)(☐ or to your check to defeat a barrier).

    ☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

    Cohorts:
    Leryn
    White Tiger


    Reepazo Deck Handler

    Bugs like eating plants... Let's start at the Farm.

    Reepazo wrote:

    Hand: Shock Lizard, Hatchet, Blessing of the Elements, Aspect of the Mouse,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support:
    Movement: In order, move to Stable then Storehouse
    Other: Can't use most of my cards if I'm in ""bug-form"""

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Melee: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Divine: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2
    -Survival: Charisma +3

    Favored Card: Spell
    Hand Size: 4 ☐ 5
    Proficiencies:
    Light Armors, Weapons
    Powers:
    When you encounter a card, you may display a boon that has the Divine trait (☐ and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin (☐ or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all cards displayed by this power.
    When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 (☐ and before the roll, you may draw a card).


    Female Goblin | My Deck Handler Tier 1 Swashbuckler (Rogue / UI) (12789-1006)

    "I sold the Wieldling and bought a farm!"

    Jirelle the Repugnant - WBH-1A: Dead Meat

    Starting Location Farm

    Starting Hand - Favored Card Ally

    Jirelle the Repugnant wrote:

    Hand: Carver, 4 BotG, BoAbadar, 3 BotG, 1 BotG,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Please bot me if I need to Guard my location!"

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Acidic Whip +1, Sage's Journal, Burglar, Cutlass, 2 BotG, Whip, Fencer, Thieves' Tools, Elven Chain Shirt, Rapier
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Acrobatics: Dexterity+1
    Constitution d6 ☐ +1 ☐ +2
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapon
    POWERS:
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
    If your check has the Swashbuckling trait (□ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
    Reduce Structural damage to your ship by 1.


    Amateur Swashbuckler:
    ☐☐☐☐ You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure: DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).

    Wait, I’m Not a Goblin!:

    Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra.
    Ever since the chief started talking to the sun, Crookedtoes gobbos get some weird visions.
    Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.

    During This Scenario: SETUP:

  • Create the hourglass from 12 blessings. When preparing the story banes, display a closing henchman Zompig next to each location.

    STORY BANES:

  • Villain: None
  • Henchmen: None
  • Danger: Zombie Minion

    DURING THIS SCENARIO:

  • Danger: Zombie Minion
  • At the end of your turn, if a Zompig is displayed at your location, you may encounter it; if you choose not to, roll 1d10 for each Zompig and add a new boon under it:
    1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing 7-10. No boon.
  • When you encounter a Zompig, its difficulty to defeat is increased by 2 for each boon under it. If defeated, draw the boons under it then banish it; otherwise, display it at its location.

    Zompig:
    Zompig
    Story Bane Monster 1

    Traits
    Undead
    Zombie

    Check
    Combat
    8

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

    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.

    Additional Rules:

    WILDCARDS:

    NAME EFFECTS
    Ablaze At the end of your turn, suffer 1d4-2 Fire damage.
    Confusion After you reset, shuffle a random card into your deck.
    Deadly When you suffer damage, it is increased by 1.
    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.
    Wearisome Each turn, you may use no more than 1 power that lets you explore.
    Beseiged After you move, suffer 1 Ranged Combat damage.
    Desperate When you encounter a boon and do not acquire it, discard a card.
    Hazardous When building the locations, add 6 barriers, distributed as evenly as possible.
    Impoverished After drawing your starting hand, draw 3 cards, then bury 3 cards.
    Monstrous When building the locations, add 6 monsters, distributed as evenly as possible.
    Withering At the end of your turn, bury a random card from your discards.

    SCOURGES:

    NAME EFFECTS
    Dazed "WHILE MARKED You may not examine locations.
    If you explored this turn, you may not explore again.
    If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
    Drained "WHILE MARKED
    On your checks, subtract 1 for each die rolled.
    At the end of your turn, you may bury a Divine boon to remove this scourge."
    Entangled "WHILE MARKED
    You cannot evade or move.
    When your location is closed, remove this scourge."
    Exhausted "WHILE MARKED
    On each check or step, you may play no more than 1 boon.
    At the start of your move step, you may end your turn to remove this
    scourge."
    Frightened "WHILE MARKED
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
    When your location is closed, you may remove this scourge."
    Poisoned "WHILE MARKED
    After you reset, recharge a random card.
    When you would heal any number of cards, you may remove this scourge instead."
    Wounded "WHILE MARKED
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead."
    Honor-Tested "WHILE MARKED
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove this scourge.
    At the end of the scenario, gain 1 respect point."
    Plagued "WHILE MARKED
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
    At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

    Scenario Level (#): 1

    Turn: 1, Kyra/EmpTyger

    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:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Spoiler:
    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.

    Spoiler:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Barriers
    Spoiler:
    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.

    Spoiler:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Spoiler:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Spoiler:
    Mob Of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Weapons
    Spoiler:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

    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.

    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.

    Spells
    Spoiler:
    Locate Object
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spoiler:
    Detect Magic
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 3
    Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

    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:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    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.

    Armors
    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    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.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    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:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Items
    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    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.

    Spoiler:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Spoiler:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Spoiler:
    Token Of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Allies
    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Spoiler:
    Bat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    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:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    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.

    Blessings
    Spoiler:
    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:
    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.

    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:
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Spoiler:
    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.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Incitation:
    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.

    Blessings Remaining: 11

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Kyra/EmpTyger
    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 2 Grenek/Redeux
    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.
    Spoiler:
    Blessings Deck Card 3 Ukuja/morph147
    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 4 Reepazo/Shnik
    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 5 Jirelle/Zalarian
    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 6 Grenek/Redeux
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 7 Ukuja/morph147
    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 8 Reepazo/Shnik
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 9 Jirelle/Zalarian
    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:
    Blessings Deck Card 10 Kyra/EmpTyger
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Grenek/Redeux
    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.

    Location #1: Farm
    Urban
    Wild
    At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
    When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
    When Permanently Closed: You may draw a new Animal ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Reepazo/Shnik, Jirelle/Zalarian,

    Henchman Proxy A1:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Farm Card 1:
    Staff Of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Farm Card 2:
    Mouse
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Stealth
    Survival 4
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
    Farm Card 3:
    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.
    Farm Card 4:
    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.
    Farm Card 5:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
    Farm Card 6:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    Farm Card 7:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
    Farm Card 8:
    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.
    Farm Card 9:
    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.

    Location #2: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/morph147,
    Henchman Proxy A2:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Stable Card 1:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Stable Card 2:
    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.
    Stable Card 3:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Stable Card 4:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    Stable Card 5:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Stable Card 6:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Stable Card 7:
    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.
    Stable Card 8:
    Crowbar
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Stable Card 9:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Location #3: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux,
    Henchman Proxy A3:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Storehouse Card 1:
    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.
    Storehouse Card 2:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Storehouse Card 3:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    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.
    Storehouse Card 4:
    Glorious Warhammer
    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.
    Storehouse Card 5:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Storehouse Card 6:
    Gem Of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
    Storehouse Card 7:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.
    Storehouse Card 8:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Storehouse Card 9:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.


  • Female Human Goblin Cleric Deck Handler

    Incantation o’clock
    Exploring Farmhouse 1: Tower Shield

    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.

    Discarding Blessing of Sarenrae
    CON 6: 3d6 ⇒ (1, 2, 2) = 5
    Tower Shield is banished
    “Sarenrae say to climb storehouse tower!”
    (trying unsuccessfully to pull off storehouse door)
    “Sarenrae changes mind. Stairs are stupid.”

    Discarding Blessing of the Gods to explore Storehouse 2: Longbow

    Longbow:
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Kyra cannot make a DEX/Ranged 7 check. Longbow is banished
    “Sarenrae also think bows are stupid. Not thwacky enough.”

    Discarding Blessing of Sarenrae to explore Storehouse 3: Termite Swarm

    Termite Swarm:
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    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.

    Banishing Inflict to recovery
    Combat 10 (14): 1d10 + 3 + 1d6 + 4 ⇒ (7) + 3 + (1) + 4 = 15
    Termite Swarm is banished
    “Sarenrae say bugs are evil and must all be eaten!”

    Ending turn. Not encountering Zompig
    Zompig boons: 3d10 ⇒ (10, 2, 8) = 20
    Random Spell 1 put under Zompig 2
    “Sarenrae say pigs are evil undead pigs! Must be burnt and eaten. But Sarenrae say fatten first so more bacon that way. Sarenrae like bacon.”

    Recovery
    Divine 6: 1d10 + 3 ⇒ (9) + 3 = 12
    Inflict is recharged. Resetting hand

    Kyra wrote:

    Hand: Fireblade, Holy Water, Quarterstaff, Blessing of the Gods 2, Sage's Journal, Cure B,

    Displayed:
    Deck: 6 Discard: 3 Buried: 0
    Notes: Will heal if convenient. Let me know either if you don't want healing, or if you would like me to go out of my way to heal.
    Ask before using: Blessing of the Gods; Sage's Journal (bury for +1d4 vs local bane)
    Can use without asking: Blessing if would recharge; Blessing for villain/closing; Holy Water (banish to recovery to evade local Outsider/Undead or for +2d6 to defeat local Outsider/Undead); Cure (banish to recovery to heal 1d4+1 local); Kyra's cleric power (+1d4 and Magic vs local Outsider/Undead bane)

    Skills and Powers:

    Skills:
    Strength d8 [] +1 [] +2 [] +3
    -- Melee: Strength +2
    Dexterity d4 [] +1
    Constitution d6 [] +1 [] +2
    Intelligence d6 [] +1 [] +2
    Wisdom d10 [] +1 [] +2 [] +3 [] +4
    -- Divine: Wisdom +3
    Charisma d8 [] +1 [] +2 [] +3
    -- Diplomacy: Charisma +1

    Powers:
    Favored Card: Blessing
    Proficient with: Armor Divine [] Weapon
    Hand Size 5 [] 6

    On a local check against an Outsider or Undead bane, add 1d4 ([] 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    [] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

    Hero Points: 0


    DECK HANDLER

    Grenek flips hour: On your check to close or to guard, add 1d4.

    He explores Storehouse.

    Glorious Warhammer:

    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    recharge Botquartermaster
    Glorious Warhammer DC 10 melee: 2d10 + 2 ⇒ (8, 7) + 2 = 17 acquired

    Display Hide armor

    Discard Quartermaster ally to explore.

    Magic Leather Armor :

    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Magic Leather Armor DC 6 fort: 1d8 + 1 ⇒ (2) + 1 = 3 banished

    Recharge Glorious Hammer to examine top card of deck.

    Gem Of Mental Acuity:

    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    begin end turn, since both my move feat and zompig are at end of turn i can choose the order. I'll chose to move first, then zompig roll
    Grenek uses power feat and moves to Farm location and brings Kyra with him
    Choose not to fight zompig Zompig boons at Farm: 3d10 ⇒ (10, 4, 1) = 15 Add weapon to farm pig, and item to stable pig

    Reset hand and end turn

    Grenek the Big Hero wrote:

    Hand: Mace, Compass, Guide, Butterfly Sword, Longsword,

    Displayed: Hide Armor,
    Deck: 9 Discard: 1 Buried: 0 Shirt Reroll Available: Y
    Notes: BotQuartermasters available if they recharge, otherwise ask

    Skills and Powers:
    SKILLS

    Strength d10 []+1 []+2 []+3 []+4
    Melee: Str+2
    Dexterity d6 []+1 []+2 []+3
    Constitution d8 []+1 []+2 []+3 []+4
    Fortitude: Con+1
    Intelligence d6 []+1
    Wisdom d4
    Charisma d8 []+1 []+2 []+3
    Diplomacy: Cha+0

    Favored Card: Melee Weapon
    Hand size 5 []6
    Proficient with: Weapons
    Powers:
    On your Strength check or your check against a monster, you may bury a random card from your discards (▢ or the top card of your deck) to add your Fortitude skill.
    On a local check against a monster, you may discard ([] or recharge) a card to add 1d4 (▢ 1d6) and the Piercing trait.
    At the end of your turn, you may move; any local Goblin characters may move with you

    "

    Card Descriptions:

    Hand descriptions:
    Longsword
    Spoiler:
    Longsword
    Traits: Sword, Melee, Piercing, 2-handed
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.
    Mace
    Spoiler:
    Mace
    Traits: Mace, Melee, Bludgeoning
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Butterfly Sword
    Spoiler:
    Butterfly Sword
    Traits: Sword, Melee, Slashing, 2-handed, basic
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally put this card on top of your deck to add another 1d4. If any d4 rolled on this check is a 4, count it as a 5.
    Compass
    Spoiler:
    Compass
    Traits: Object, Basic
    Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
    Discard this card to explore your location.
    Guide
    Spoiler:
    Guide
    Traits: Human, Hireling
    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.

    Displayed descriptions:
    Hide Armor
    Spoiler:
    Hide Armor
    Traits: Light Armor,
    Display. While displayed:
    When you suffer Cold or Combat damage, you may recharge to reduce it to 1.
    On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    "

    TLDR-
    Storehouse Card 4- glorious warhammer - acquired
    Storehouse Card 5- Magic leather armor - banished
    Storehouse Card 6- - Gem of mental acuity - examined
    Moved to farm with kyra
    Add weapon to farm pig, and item to stable pig


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure: DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).

    Wait, I’m Not a Goblin!:

    Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra.
    Ever since the chief started talking to the sun, Crookedtoes gobbos get some weird visions.
    Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.

    During This Scenario: SETUP:

  • Create the hourglass from 12 blessings. When preparing the story banes, display a closing henchman Zompig next to each location.

    STORY BANES:

  • Villain: None
  • Henchmen: None
  • Danger: Zombie Minion

    DURING THIS SCENARIO:

  • Danger: Zombie Minion
  • At the end of your turn, if a Zompig is displayed at your location, you may encounter it; if you choose not to, roll 1d10 for each Zompig and add a new boon under it:
    1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing 7-10. No boon.
  • When you encounter a Zompig, its difficulty to defeat is increased by 2 for each boon under it. If defeated, draw the boons under it then banish it; otherwise, display it at its location.

    Zompig:
    Zompig
    Story Bane Monster 1

    Traits
    Undead
    Zombie

    Check
    Combat
    8

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

    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.

    Additional Rules:

    WILDCARDS:

    NAME EFFECTS
    Ablaze At the end of your turn, suffer 1d4-2 Fire damage.
    Confusion After you reset, shuffle a random card into your deck.
    Deadly When you suffer damage, it is increased by 1.
    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.
    Wearisome Each turn, you may use no more than 1 power that lets you explore.
    Beseiged After you move, suffer 1 Ranged Combat damage.
    Desperate When you encounter a boon and do not acquire it, discard a card.
    Hazardous When building the locations, add 6 barriers, distributed as evenly as possible.
    Impoverished After drawing your starting hand, draw 3 cards, then bury 3 cards.
    Monstrous When building the locations, add 6 monsters, distributed as evenly as possible.
    Withering At the end of your turn, bury a random card from your discards.

    SCOURGES:

    NAME EFFECTS
    Dazed "WHILE MARKED You may not examine locations.
    If you explored this turn, you may not explore again.
    If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
    Drained "WHILE MARKED
    On your checks, subtract 1 for each die rolled.
    At the end of your turn, you may bury a Divine boon to remove this scourge."
    Entangled "WHILE MARKED
    You cannot evade or move.
    When your location is closed, remove this scourge."
    Exhausted "WHILE MARKED
    On each check or step, you may play no more than 1 boon.
    At the start of your move step, you may end your turn to remove this
    scourge."
    Frightened "WHILE MARKED
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
    When your location is closed, you may remove this scourge."
    Poisoned "WHILE MARKED
    After you reset, recharge a random card.
    When you would heal any number of cards, you may remove this scourge instead."
    Wounded "WHILE MARKED
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead."
    Honor-Tested "WHILE MARKED
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove this scourge.
    At the end of the scenario, gain 1 respect point."
    Plagued "WHILE MARKED
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
    At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

    Scenario Level (#): 1

    Turn: 3, Ukuja/morph147

    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:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Spoiler:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Spoiler:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Spoiler:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Barriers
    Spoiler:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Spoiler:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Spoiler:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Weapons
    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    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.

    Spells
    Spoiler:
    Phantasmal Minion
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 4
    Banish to give a card to another character and/or let any number of local characters give a card to another character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spoiler:
    Cure
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Detect Evil
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    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.

    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.

    Armors
    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    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.

    Spoiler:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    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:
    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.

    Items
    Spoiler:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Spoiler:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Spoiler:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    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.

    Spoiler:
    Token Of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Allies
    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    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:
    Tinker
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Disable 6
    On a local check to acquire or Craft check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

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

    Spoiler:
    Bat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Blessings
    Spoiler:
    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.

    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:
    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:
    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:
    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.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Orison:
    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.

    Blessings Remaining: 9

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Ukuja/morph147
    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 Reepazo/Shnik
    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 3 Jirelle/Zalarian
    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 4 Grenek/Redeux
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 5 Ukuja/morph147
    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 6 Reepazo/Shnik
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 7 Jirelle/Zalarian
    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:
    Blessings Deck Card 8 Kyra/EmpTyger
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Grenek/Redeux
    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.

    Location #1: Farm
    Urban
    Wild
    At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
    When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
    When Permanently Closed: You may draw a new Animal ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux, Reepazo/Shnik, Jirelle/Zalarian,

    Henchman Proxy A1:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Farm Card 1:
    Staff Of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Farm Card 2:
    Mouse
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Stealth
    Survival 4
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
    Farm Card 3:
    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.
    Farm Card 4:
    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.
    Farm Card 5:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
    Farm Card 6:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    Farm Card 7:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
    Farm Card 8:
    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.
    Farm Card 9:
    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.

    Location #2: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/morph147,
    Henchman Proxy A2:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    , Spell, Weapon
    Stable Card 1:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Stable Card 2:
    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.
    Stable Card 3:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Stable Card 4:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    Stable Card 5:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Stable Card 6:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Stable Card 7:
    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.
    Stable Card 8:
    Crowbar
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Stable Card 9:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Location #3: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:
    Henchman Proxy A3:
    , Item
    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Storehouse Card 1 (Gem Of Mental Acuity):
    Gem Of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
    Storehouse Card 2:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.
    Storehouse Card 3:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Storehouse Card 4:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.


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    Clarifying Zompig status due to Grenek rolls

    Location #1: Farm
    Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux, Reepazo/Shnik, Jirelle/Zalarian,

    Henchman Proxy A1:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: Stable
    Located/Displayed Here: Ukuja/morph147,

    Henchman Proxy A2:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    , Spell, Item

    Location #3: Storehouse
    Urban
    Located/Displayed Here:

    Henchman Proxy A3:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    , Weapon


    Ukuja Deck Handler

    Hour has no effect

    Start of turn
    Leryn Examines top of location deck and finds Ally Giant Slug

    Explore

    Ukuja encounters Giant Slug. Must succeed at a
    Survival 6: 1d10 + 3 ⇒ (8) + 3 = 11 Success add Giant Slug to hand
    Since an ally was acquired, shuffle and ally into random other location: 1d2 ⇒ 1 Farm

    Ukuja will discard Fox to encounter Spiked Breastplate.
    Constitution 6: 1d6 ⇒ 4 Banish Spike Breastplate

    Ukuja will discard Frilled Lizard to encounter Accursed Priest[/ooc]
    Will reveal Atlatl to use Ranged+1d6. Will discard Blessing of Elements to add a die. Will recharge Giant slug to add 1d4 and acid
    Combat 13: 1d10 + 2 + 1d6 + 1d10 + 1d4 ⇒ (5) + 2 + (5) + (8) + (2) = 22 Success Banish Accursed Priest

    End of turn
    Ukuja will cast Cure on himself. Heal: 1d4 + 1 ⇒ (4) + 1 = 5

    Zompig roll:
    Farm roll: 1d10 ⇒ 7 Nothing
    Stable roll: 1d10 ⇒ 10 Nothing
    Storehouse roll: 1d10 ⇒ 5 Add ally to zompig at Storehouse

    Recovery
    Divine 8: 1d10 + 1 ⇒ (8) + 1 = 9 Recharge Cure

    Reset Hand

    "

    Ukuja wrote:

    Hand: Blessing of the Ancients 1, Call Animal, Atlatl, Blessing of the Gods, Javelin, Dog,

    Displayed: Leryn, White Tiger,
    Deck: 10 Discard: 0 Buried: 0
    Notes: Blessing of the elements available if needed. save cure for if you have 3 plus cards in discard
    Sideboard cards:

    Skills and Powers:
    Skills:
    Strength: d6 □ +1 □ +2
    Dexterity: d10 □ +1 □ +2 □ +3 □ +4
    Ranged: Dexterity+2
    Constitution: d6 □ +1 □ +2
    Intelligence: d6 □ +1 □ +2
    Wisdom: d10 □ +1 □ +2 □ +3 □ +4
    Divine: Wisdom+1
    Survival: Wisdom+3
    Charisma: d4 □ +1 □ +2

    Favored Card: Ally or Spell
    Hand Size: 6

    Proficient with: Light Armors Weapons

    Powers:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.

    You may discard a card that has the Animal trait to evade a bane you
    encounter (☐ or to add 1d4 plus the discarded card's adventure deck
    number to your combat check)(☐ or to your check to defeat a barrier).

    ☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

    Cohorts:
    Leryn
    White Tiger


    "


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    During This Adventure: DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).

    Wait, I’m Not a Goblin!:

    Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra.
    Ever since the chief started talking to the sun, Crookedtoes gobbos get some weird visions.
    Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.

    During This Scenario: SETUP:

  • Create the hourglass from 12 blessings. When preparing the story banes, display a closing henchman Zompig next to each location.

    STORY BANES:

  • Villain: None
  • Henchmen: None
  • Danger: Zombie Minion

    DURING THIS SCENARIO:

  • Danger: Zombie Minion
  • At the end of your turn, if a Zompig is displayed at your location, you may encounter it; if you choose not to, roll 1d10 for each Zompig and add a new boon under it:
    1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing 7-10. No boon.
  • When you encounter a Zompig, its difficulty to defeat is increased by 2 for each boon under it. If defeated, draw the boons under it then banish it; otherwise, display it at its location.

    Zompig:
    Zompig
    Story Bane Monster 1

    Traits
    Undead
    Zombie

    Check
    Combat
    8

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

    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.

    Additional Rules:

    WILDCARDS:

    NAME EFFECTS
    Ablaze At the end of your turn, suffer 1d4-2 Fire damage.
    Confusion After you reset, shuffle a random card into your deck.
    Deadly When you suffer damage, it is increased by 1.
    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.
    Wearisome Each turn, you may use no more than 1 power that lets you explore.
    Beseiged After you move, suffer 1 Ranged Combat damage.
    Desperate When you encounter a boon and do not acquire it, discard a card.
    Hazardous When building the locations, add 6 barriers, distributed as evenly as possible.
    Impoverished After drawing your starting hand, draw 3 cards, then bury 3 cards.
    Monstrous When building the locations, add 6 monsters, distributed as evenly as possible.
    Withering At the end of your turn, bury a random card from your discards.

    SCOURGES:

    NAME EFFECTS
    Dazed "WHILE MARKED You may not examine locations.
    If you explored this turn, you may not explore again.
    If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
    Drained "WHILE MARKED
    On your checks, subtract 1 for each die rolled.
    At the end of your turn, you may bury a Divine boon to remove this scourge."
    Entangled "WHILE MARKED
    You cannot evade or move.
    When your location is closed, remove this scourge."
    Exhausted "WHILE MARKED
    On each check or step, you may play no more than 1 boon.
    At the start of your move step, you may end your turn to remove this
    scourge."
    Frightened "WHILE MARKED
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
    When your location is closed, you may remove this scourge."
    Poisoned "WHILE MARKED
    After you reset, recharge a random card.
    When you would heal any number of cards, you may remove this scourge instead."
    Wounded "WHILE MARKED
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead."
    Honor-Tested "WHILE MARKED
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove this scourge.
    At the end of the scenario, gain 1 respect point."
    Plagued "WHILE MARKED
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
    At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

    Scenario Level (#): 1

    Turn: 4, Reepazo/Shnik

    Random Cards:

    Monsters
    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:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Spoiler:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    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.

    Barriers
    Spoiler:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Spoiler:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Spoiler:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Weapons
    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:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    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:
    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.

    Spoiler:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    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:
    Levitate
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 6
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Spoiler:
    Detect Evil
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Commune
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 12
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spoiler:
    Invisibility
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local Stealth check, banish to add 2d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Armors
    Spoiler:
    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.

    Spoiler:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Spoiler:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    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:
    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:
    Gem Of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Allies
    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:
    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.

    Spoiler:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Spoiler:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Spoiler:
    Bat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Blessings
    Spoiler:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Spoiler:
    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:
    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:
    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:
    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: No effect.

    Top of Blessing Discard Pile:

    Benefaction:
    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.

    Blessings Remaining: 8

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Reepazo/Shnik
    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 2 Jirelle/Zalarian
    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 Grenek/Redeux
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 4 Ukuja/morph147
    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 Reepazo/Shnik
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 6 Jirelle/Zalarian
    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:
    Blessings Deck Card 7 Kyra/EmpTyger
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Grenek/Redeux
    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.

    Location #1: Farm
    Urban
    Wild
    At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
    When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
    When Permanently Closed: You may draw a new Animal ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux, Reepazo/Shnik, Jirelle/Zalarian,

    Henchman Proxy A1:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Farm Card 1:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
    Farm Card 2:
    Mouse
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Stealth
    Survival 4
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
    Farm Card 3:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    Farm Card 4:
    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.
    Farm Card 5:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.
    Farm Card 6:
    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.
    Farm Card 7:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
    Farm Card 8:
    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.
    Farm Card 9:
    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.
    Farm Card 10:
    Staff Of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.

    Location #2: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/morph147,
    Henchman Proxy A2:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    , Spell, Item
    Stable Card 1:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    Stable Card 2:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Stable Card 3:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Stable Card 4:
    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.
    Stable Card 5:
    Crowbar
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Stable Card 6:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Location #3: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:
    Henchman Proxy A3:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    , Weapon, Ally
    Storehouse Card 1 (Gem Of Mental Acuity):
    Gem Of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
    Storehouse Card 2:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.
    Storehouse Card 3:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Storehouse Card 4:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.


  • Reepazo Deck Handler

    Hour => Irori's Mastery

    Explore => Porcupine

    Survival 5: 2d6 + 3 ⇒ (2, 4) + 3 = 9 => acquired

    Discard Porcupine to explore => Mouse

    Survival 4: 2d6 + 3 ⇒ (1, 2) + 3 = 6 => acquired

    Discard Mouse to explore => Azer

    Display Aspect of the Mouse for first power

    Reveal Hatchet

    Combat 13: 1d12 + 2d6 + 1 ⇒ (2) + (2, 5) + 1 = 10 => undefeated, discard Shock Lizard, Hatchet, & Blessing of the Elements as damage

    After acting, fire damage: 1d4 - 1 ⇒ (4) - 1 = 3 => no cards left

    Recharge Aspect of the Mouse

    Farm location shuffled

    End turn, don't encounter Zompig; new boons for zompigs:
    Farm: 1d10 ⇒ 7 => none
    Stable: 1d10 ⇒ 6 => Blessing
    Storehouse: 1d10 ⇒ 2 => Spell

    I'll cast Cure on myself at the start of Jirelle's turn.

    heal: 1d4 + 1 ⇒ (3) + 1 = 4 => Blessing of the Elements, Mouse, Shock Lizard, Porcupine 2

    Recovery at end of Jirelle's turn => Divine 8: 1d8 + 2 ⇒ (8) + 2 = 10 => recharged

    Reepazo wrote:

    Hand: Detect Magic, Dogslicer, Porcupine,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support:
    Movement: In order, move to Stable then Storehouse
    Other: Can't use most of my cards if I'm in ""bug-form"""

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Melee: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Divine: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2
    -Survival: Charisma +3

    Favored Card: Spell
    Hand Size: 4 ☐ 5
    Proficiencies:
    Light Armors, Weapons
    Powers:
    When you encounter a card, you may display a boon that has the Divine trait (☐ and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin (☐ or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all cards displayed by this power.
    When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 (☐ and before the roll, you may draw a card).


    Female Goblin | My Deck Handler Tier 1 Swashbuckler (Rogue / UI) (12789-1006)

    Out of Turn Updates: None
    Turn Order: Kyra, Grenek, Ukuja, Reepazo, Jirelle

    Turn - Hour: 5 - Irori's Mastery
    Hour Rules: On your blessed check, you may reroll any dice showing 1

    SOT: None
    Give Card: None
    Move: Stay at Farm

    Explore: Farm Card 1: Rapier
    "Teacher says to stick the other person with the pointy end..that I know how to do!"
    Melee Finesse Check DC 5: 1d10 + 3 ⇒ (3) + 3 = 6 Success

    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.

    Will discard carver to explore again adding swashbuckling to trait.

    Will revealrecharge Rapier. Since I am proficient I will reload to add d4 and discard botg to bless.

    Dexterity Check DC 10/14: 1d10 + 1 + 1d6 + 1d4 + 1d10 ⇒ (2) + 1 + (2) + (3) + (3) = 11 Success but will use swashbuckling ability to reroll 2 on d10
    Dexterity Check DC 10/14: 1d10 + 9 ⇒ (3) + 9 = 12 Success but will use PAIZO reroll
    Dexterity Check DC 10/14: 1d10 + 9 ⇒ (7) + 9 = 16 Success and so far not gouged

    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.

    Will pause for 2nd check

    Jirelle the Repugnant wrote:

    Hand: BoAbadar, 3 BotG, 1 BotG,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Please bot me if I need to Guard my location!"


    Female Human Goblin Cleric Deck Handler

    (During Jirelle's turn)
    Dire Boar: Recharging Quarterstaff instead of revealing, using Farm. Jirelle discards Blessing of the Gods

    Combat 11(15): 2d8 + 2 + 1d6 + 1d6 ⇒ (2, 3) + 2 + (1) + (1) = 9
    Rerolling 1s
    Combat 11(15): 9 + 1d6 + 1d6 ⇒ 9 + (1) + (5) = 15
    "Good job Jirelle. You find more bacon for Sarenrae! I cast Summon Thwacky Stick on evil pig!"
    (thwack)
    "Hm... Sarenrae deserves better thwacks than that!"
    (thwack) (thwack)
    "Much holier thwacks that time!"

    Kyra wrote:

    Hand: Fireblade, Holy Water, Blessing of the Gods 2, Sage's Journal, Cure B,

    Displayed:
    Deck: 7 Discard: 3 Buried: 0
    Notes: Will heal if convenient. Let me know either if you don't want healing, or if you would like me to go out of my way to heal.
    Ask before using: Blessing of the Gods; Sage's Journal (bury for +1d4 vs local bane)
    Can use without asking: Blessing if would recharge; Blessing for villain/closing; Holy Water (banish to recovery to evade local Outsider/Undead or for +2d6 to defeat local Outsider/Undead); Cure (banish to recovery to heal 1d4+1 local); Kyra's cleric power (+1d4 and Magic vs local Outsider/Undead bane)

    Skills and Powers:

    Skills:
    Strength d8 [] +1 [] +2 [] +3
    -- Melee: Strength +2
    Dexterity d4 [] +1
    Constitution d6 [] +1 [] +2
    Intelligence d6 [] +1 [] +2
    Wisdom d10 [] +1 [] +2 [] +3 [] +4
    -- Divine: Wisdom +3
    Charisma d8 [] +1 [] +2 [] +3
    -- Diplomacy: Charisma +1

    Powers:
    Favored Card: Blessing
    Proficient with: Armor Divine [] Weapon
    Hand Size 5 [] 6

    On a local check against an Outsider or Undead bane, add 1d4 ([] 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    [] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

    Hero Points: 0


    Female Goblin | My Deck Handler Tier 1 Swashbuckler (Rogue / UI) (12789-1006)

    Kyra indicated successful using BotG so proceeding.

    Jirelle stabs the boar in the eye does a goblinesque acrobatic maneuver to hop onto its back before Kyra trips it and thwaks it several times. Jirelle tumbles and rolls off and smacks her head into a tree. "Owwwww!"

    Reminder of Scenario changes:

    Characters have Goblin Trait


    EOT: End Turn, Recovery, and Reset hand
    Farm Zompig Check : 1d10 ⇒ 7 None
    Stables Zompig Check : 1d10 ⇒ 6 Blessing
    Storehouse Zompig Check : 1d10 ⇒ 8 None

    Summary
    Location = Farm
    Acquired = Rapier
    Banished = Dire Boar
    Examined =
    From Box =
    Displayed =

    Give: =
    Used =
    Other = Blessing added to Stables Zompig

    Jirelle the Repugnant wrote:

    Hand: BoAbadar, 1 BotG, Rapier 2, Thieves' Tools, Elven Chain Shirt,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Please bot me if I need to Guard my location!"

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Rapier, Whip, Burglar, Cutlass, Acidic Whip +1, Sage's Journal, 2 BotG, Fencer
    Recharged:
    Discard Pile:Carver, 4 BotG, 3 BotG,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Acrobatics: Dexterity+1
    Constitution d6 ☐ +1 ☐ +2
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapon
    POWERS:
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
    If your check has the Swashbuckling trait (□ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
    Reduce Structural damage to your ship by 1.


    "
    Amateur Swashbuckler:
    ☐☐☐☐ You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure: DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).

    Wait, I’m Not a Goblin!:

    Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra.
    Ever since the chief started talking to the sun, Crookedtoes gobbos get some weird visions.
    Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.

    During This Scenario: SETUP:

  • Create the hourglass from 12 blessings. When preparing the story banes, display a closing henchman Zompig next to each location.

    STORY BANES:

  • Villain: None
  • Henchmen: None
  • Danger: Zombie Minion

    DURING THIS SCENARIO:

  • Danger: Zombie Minion
  • At the end of your turn, if a Zompig is displayed at your location, you may encounter it; if you choose not to, roll 1d10 for each Zompig and add a new boon under it:
    1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing 7-10. No boon.
  • When you encounter a Zompig, its difficulty to defeat is increased by 2 for each boon under it. If defeated, draw the boons under it then banish it; otherwise, display it at its location.

    Zompig:
    Zompig
    Story Bane Monster 1

    Traits
    Undead
    Zombie

    Check
    Combat
    8

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

    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.

    Additional Rules:

    WILDCARDS:

    NAME EFFECTS
    Ablaze At the end of your turn, suffer 1d4-2 Fire damage.
    Confusion After you reset, shuffle a random card into your deck.
    Deadly When you suffer damage, it is increased by 1.
    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.
    Wearisome Each turn, you may use no more than 1 power that lets you explore.
    Beseiged After you move, suffer 1 Ranged Combat damage.
    Desperate When you encounter a boon and do not acquire it, discard a card.
    Hazardous When building the locations, add 6 barriers, distributed as evenly as possible.
    Impoverished After drawing your starting hand, draw 3 cards, then bury 3 cards.
    Monstrous When building the locations, add 6 monsters, distributed as evenly as possible.
    Withering At the end of your turn, bury a random card from your discards.

    SCOURGES:

    NAME EFFECTS
    Dazed "WHILE MARKED You may not examine locations.
    If you explored this turn, you may not explore again.
    If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
    Drained "WHILE MARKED
    On your checks, subtract 1 for each die rolled.
    At the end of your turn, you may bury a Divine boon to remove this scourge."
    Entangled "WHILE MARKED
    You cannot evade or move.
    When your location is closed, remove this scourge."
    Exhausted "WHILE MARKED
    On each check or step, you may play no more than 1 boon.
    At the start of your move step, you may end your turn to remove this
    scourge."
    Frightened "WHILE MARKED
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
    When your location is closed, you may remove this scourge."
    Poisoned "WHILE MARKED
    After you reset, recharge a random card.
    When you would heal any number of cards, you may remove this scourge instead."
    Wounded "WHILE MARKED
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead."
    Honor-Tested "WHILE MARKED
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove this scourge.
    At the end of the scenario, gain 1 respect point."
    Plagued "WHILE MARKED
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
    At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

    Scenario Level (#): 1

    Turn: 6, Kyra/EmpTyger

    Random Cards:

    Monsters
    Spoiler:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Spoiler:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Spoiler:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    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.

    Barriers
    Spoiler:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Spoiler:
    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.

    Spoiler:
    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.

    Weapons
    Spoiler:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Starknife
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    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.

    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.

    Spells
    Spoiler:
    Knock
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Detect Evil
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spoiler:
    Locate Object
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 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.

    Armors
    Spoiler:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    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:
    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.

    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:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Items
    Spoiler:
    Token Of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Spoiler:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

    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:
    Bracers Of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Spoiler:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Allies
    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:
    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:
    Crow
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    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:
    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:
    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:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Spoiler:
    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.

    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:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Hour Power: If you are at a Wild location, you may discard a card to explore.

    Top of Blessing Discard Pile:

    Erastil's Eye:
    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.

    Blessings Remaining: 6

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Kyra/EmpTyger
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 2 Grenek/Redeux
    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 3 Ukuja/morph147
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 4 Reepazo/Shnik
    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:
    Blessings Deck Card 5 Jirelle/Zalarian
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Grenek/Redeux
    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.

    Location #1: Farm
    Urban
    Wild
    At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
    When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
    When Permanently Closed: You may draw a new Animal ally.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux, Reepazo/Shnik, Jirelle/Zalarian,

    Henchman Proxy A1:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Farm Card 1:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    Farm Card 2:
    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.
    Farm Card 3:
    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.
    Farm Card 4:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.
    Farm Card 5:
    Staff Of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Farm Card 6:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Location #2: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/morph147,
    Henchman Proxy A2:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    , Spell, Item, Blessing, Blessing
    Stable Card 1:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    Stable Card 2:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Stable Card 3:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Stable Card 4:
    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.
    Stable Card 5:
    Crowbar
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
    Stable Card 6:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Location #3: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:
    Henchman Proxy A3:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    , Weapon, Ally, Spell
    Storehouse Card 1 (Gem Of Mental Acuity):
    Gem Of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
    Storehouse Card 2:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.
    Storehouse Card 3:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Storehouse Card 4:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.


  • Female Human Goblin Cleric Deck Handler

    Erastil's Eye o'clock: If you are at a Wild location, you may discard a card to explore
    Exploring Farm 1: Azer

    Azer:
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.

    Banishing Holy Water to recovery
    Combat 11+2=13: 1d8 + 2d6 + 1d4 ⇒ (4) + (6, 6) + (2) = 18
    Fire damage: 1d4 - 1 ⇒ (4) - 1 = 3
    Discarding Sage's Journal, Blessing of the Gods, Fireblade for 3 Fire damage. Azer is banished
    "We need fire to roast bacon. This fire not doing that. Fire, burn pigs or Sarenrae not like you!"
    (throwing water on fire)
    "Yeowch! Grease fires are evil!"

    Cure: 1d4 + 1 ⇒ (4) + 1 = 5
    Banishing Cure to recovery to heal Blessing of the Gods, Fireblade, Blessing of Sarenrae, Blessing of Sarenrae, Sage's Journal
    "I do good for Sarenrae today! Feel much better now."

    Ending turn
    Zompigs: 3d10 ⇒ (9, 2, 8) = 19
    Random Spell put under Zompig 2
    "Evil pigs seem fat enough. Maybe start killing pigs now?"

    Recovery
    Divine 6: 1d10 + 3 ⇒ (2) + 3 = 5
    Holy Water is banished
    Divine 8: 1d10 + 3 ⇒ (8) + 3 = 11
    Cure is recharged

    Kyra wrote:

    Hand: Inflict, Blessing of the Gods 1, Blessing of the Gods 3, Blessing of Sarenrae 1, Standard Bearer,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Notes: Move Kyra as necessary. I will heal if convenient: let me know either if you don't want healing, or if you would like me to go out of my way to heal.
    Ask before using: 2 Blessing of the Gods; Blessing of Sarenrae (discard to bless/bless twice if non-combat CON)
    Can use without asking: Blessing if would recharge; Blessing for henchman/closing; Standard Bearer (recharge for +1d4 on local STR/CON); Kyra's cleric power (+1d4 and Magic vs local Outsider/Undead bane)

    Skills and Powers:

    Skills:
    Strength d8 [] +1 [] +2 [] +3
    -- Melee: Strength +2
    Dexterity d4 [] +1
    Constitution d6 [] +1 [] +2
    Intelligence d6 [] +1 [] +2
    Wisdom d10 [] +1 [] +2 [] +3 [] +4
    -- Divine: Wisdom +3
    Charisma d8 [] +1 [] +2 [] +3
    -- Diplomacy: Charisma +1

    Powers:
    Favored Card: Blessing
    Proficient with: Armor Divine [] Weapon
    Hand Size 5 [] 6

    On a local check against an Outsider or Undead bane, add 1d4 ([] 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    [] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

    Hero Points: 0


    DECK HANDLER

    Grenek flips hour: On each check, the first blessing played to bless may be played freely

    Explore Farm

    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.

    Light Shield DC 3 con: 1d8 + 1 ⇒ (3) + 1 = 4 acquired

    begin end of turn
    Zompig: 3d10 ⇒ (1, 2, 10) = 13 Weapon added to to farm, Spell added to stable
    Grenek moves to Stable, and asks Kyra to join him (power feat)
    He chooses to fight the zompig which has 3 spells, one item, 2 blessings under it.

    Zompig:

    Story Bane Monster 1
    Traits
    Undead
    Zombie

    Check
    Combat
    8 +12

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


    Grenek topdecks butterfly sword for Melee+2d4 (d4=4 counts as 5s), He discards compass for d4 power feat. He buries random card in discard (quartermaster ally) to add fort skill (power feat). kyra gives another d4 vs undead
    Zompig DC 20 combat: 1d10 + 2 + 2d4 + 1d4 + 1d8 + 1 + 1d4 ⇒ (6) + 2 + (2, 2) + (4) + (4) + 1 + (1) = 22 defeated

    Grenek draws 3 random spells, one random item, and 2 random blessings
    Acquire:
    Knock , spell1
    Detect Evil , spell 0
    Acid Arrow , spell0
    Token Of Remembrance , item0
    Gorum's Iron , blessing 1
    Desna's Freedom , blessing1

    Grenek then attempts to close the location. he uses desna's freedom to bless once.
    Stable DC6 diplo: 2d8 ⇒ (4, 4) = 8 Location closed

    On closing Grenek moves to storehouse

    Grenek the Big Hero wrote:

    Hand: Butterfly Sword, Gorums Iron (Acquired), Guide, Quartermaster1 (ALLY), Crowbar, Longspear,

    Displayed: Hide Armor,
    Deck: 6 Discard: 10 Buried: 0 Shirt Reroll Available: Y
    Notes: feel free to use whatever help i can offer.

    Skills and Powers:
    SKILLS

    Strength d10 []+1 []+2 []+3 []+4
    Melee: Str+2
    Dexterity d6 []+1 []+2 []+3
    Constitution d8 []+1 []+2 []+3 []+4
    Fortitude: Con+1
    Intelligence d6 []+1
    Wisdom d4
    Charisma d8 []+1 []+2 []+3
    Diplomacy: Cha+0

    Favored Card: Melee Weapon
    Hand size 5 []6
    Proficient with: Weapons
    Powers:
    On your Strength check or your check against a monster, you may bury a random card from your discards (▢ or the top card of your deck) to add your Fortitude skill.
    On a local check against a monster, you may discard ([] or recharge) a card to add 1d4 (▢ 1d6) and the Piercing trait.
    At the end of your turn, you may move; any local Goblin characters may move with you

    "

    Card Descriptions:

    Hand descriptions:
    Butterfly Sword
    Spoiler:
    Butterfly Sword
    Traits: Sword, Melee, Slashing, 2-handed, basic
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally put this card on top of your deck to add another 1d4. If any d4 rolled on this check is a 4, count it as a 5.
    Longspear
    Spoiler:
    Longspear
    Traits: Spear, Melee, Piercing, 2-handed, basic
    Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
    Crowbar
    Spoiler:
    Crowbar
    Traits: Tool, Basic
    Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
    Guide
    Spoiler:
    Guide
    Traits: Human, Hireling
    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.
    Quartermaster1 (ALLY)
    Spoiler:
    Quartermaster1 (ALLY)
    Traits: Human, Pirate, Basic
    Recharge this card to add 1d4 to your check to acquire a spell, an ally, or a blessing.
    Recharge this card to add 1d8 to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your non-combat checks.
    Gorums Iron (Acquired)
    Spoiler:
    Gorums Iron (Acquired)
    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.

    Displayed descriptions:
    Hide Armor
    Spoiler:
    Hide Armor
    Traits: Light Armor,
    Display. While displayed:
    When you suffer Cold or Combat damage, you may recharge to reduce it to 1.
    On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    "


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure: DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).

    Wait, I’m Not a Goblin!:

    Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra.
    Ever since the chief started talking to the sun, Crookedtoes gobbos get some weird visions.
    Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.

    During This Scenario: SETUP:

  • Create the hourglass from 12 blessings. When preparing the story banes, display a closing henchman Zompig next to each location.

    STORY BANES:

  • Villain: None
  • Henchmen: None
  • Danger: Zombie Minion

    DURING THIS SCENARIO:

  • Danger: Zombie Minion
  • At the end of your turn, if a Zompig is displayed at your location, you may encounter it; if you choose not to, roll 1d10 for each Zompig and add a new boon under it:
    1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing 7-10. No boon.
  • When you encounter a Zompig, its difficulty to defeat is increased by 2 for each boon under it. If defeated, draw the boons under it then banish it; otherwise, display it at its location.

    Zompig:
    Zompig
    Story Bane Monster 1

    Traits
    Undead
    Zombie

    Check
    Combat
    8

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

    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.

    Additional Rules:

    WILDCARDS:

    NAME EFFECTS
    Ablaze At the end of your turn, suffer 1d4-2 Fire damage.
    Confusion After you reset, shuffle a random card into your deck.
    Deadly When you suffer damage, it is increased by 1.
    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.
    Wearisome Each turn, you may use no more than 1 power that lets you explore.
    Beseiged After you move, suffer 1 Ranged Combat damage.
    Desperate When you encounter a boon and do not acquire it, discard a card.
    Hazardous When building the locations, add 6 barriers, distributed as evenly as possible.
    Impoverished After drawing your starting hand, draw 3 cards, then bury 3 cards.
    Monstrous When building the locations, add 6 monsters, distributed as evenly as possible.
    Withering At the end of your turn, bury a random card from your discards.

    SCOURGES:

    NAME EFFECTS
    Dazed "WHILE MARKED You may not examine locations.
    If you explored this turn, you may not explore again.
    If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
    Drained "WHILE MARKED
    On your checks, subtract 1 for each die rolled.
    At the end of your turn, you may bury a Divine boon to remove this scourge."
    Entangled "WHILE MARKED
    You cannot evade or move.
    When your location is closed, remove this scourge."
    Exhausted "WHILE MARKED
    On each check or step, you may play no more than 1 boon.
    At the start of your move step, you may end your turn to remove this
    scourge."
    Frightened "WHILE MARKED
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
    When your location is closed, you may remove this scourge."
    Poisoned "WHILE MARKED
    After you reset, recharge a random card.
    When you would heal any number of cards, you may remove this scourge instead."
    Wounded "WHILE MARKED
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead."
    Honor-Tested "WHILE MARKED
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove this scourge.
    At the end of the scenario, gain 1 respect point."
    Plagued "WHILE MARKED
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
    At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

    Scenario Level (#): 1

    Turn: 8, Ukuja/morph147

    Random Cards:

    Monsters
    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.

    Spoiler:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    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.

    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 Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Spoiler:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Barriers
    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Spoiler:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    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.

    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:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Weapons
    Spoiler:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Spoiler:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    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.

    Spoiler:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

    Spoiler:
    Shortsword
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Sword To Acquire:
    Strength
    Stealth
    Melee 4
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spells
    Spoiler:
    Detect Magic
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 3
    Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

    Spoiler:
    Sleep
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local check against a monster or an ally, banish to add 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Levitate
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 6
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Spoiler:
    Force Missile
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Force
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spoiler:
    Phantasmal Minion
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 4
    Banish to give a card to another character and/or let any number of local characters give a card to another character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Armors
    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:
    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.

    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:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Items
    Spoiler:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Spoiler:
    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.

    Spoiler:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    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.

    Allies
    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:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    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:
    Tinker
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Disable 6
    On a local check to acquire or Craft check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

    Blessings
    Spoiler:
    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:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Spoiler:
    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:
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    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: No effect.

    Top of Blessing Discard Pile:

    Benefaction:
    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.

    Blessings Remaining: 4

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Ukuja/morph147
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 2 Reepazo/Shnik
    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:
    Blessings Deck Card 3 Jirelle/Zalarian
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Grenek/Redeux
    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.

    Location #1: Farm
    Urban
    Wild
    At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
    When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
    When Permanently Closed: You may draw a new Animal ally.
    M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux, Reepazo/Shnik, Jirelle/Zalarian,

    Henchman Proxy A1:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    , Weapon
    Farm Card 1:
    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.
    Farm Card 2:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.
    Farm Card 3:
    Staff Of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.
    Farm Card 4:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Location #2: Stable
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ukuja/morph147,

    Location #3: Storehouse
    Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Henchman Proxy A3:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    , Weapon, Ally, Spell
    Storehouse Card 1 (Gem Of Mental Acuity):
    Gem Of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
    Storehouse Card 2:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.
    Storehouse Card 3:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.
    Storehouse Card 4:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.


  • Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    Posted BR update on phone and not sure of an easy way to move characters. Currently assuming that Ukuja, Kyra, and Grenek is at Storehouse.


    Ukuja Deck Handler

    Ukuja moves to Farm when Stable was closed

    No power from Hour

    Start of Turn
    Leryn examines the top of the location to find Ingratiating Minion

    Move
    Ukuja will move to Storehouse

    Ukuja will use call animal to get Fox.

    Explore
    Korundo will explore to encounter Gem Of Mental Acuity. Will discard Blessing of the Gods to add die.
    Wisdom 11: 1d10 + 1d10 ⇒ (1) + (4) = 5 Fail Banish Gem of Mental Acuity

    End turn
    Ukuja will choose to encounter Zompig. Will need to defeat a Combat 8+6=14. Ukuja will banish Javilin to use Ranged+2d6+2d6 and recharge blessing of the ancients to add another dex die.
    Combat 14: 1d10 + 2 + 2d6 + 2d6 + 1d10 ⇒ (6) + 2 + (4, 6) + (5, 4) + (1) = 28 Success

    Acquire Weapon: Battleaxe
    Acquire Spell: Detect Magic
    Acquire Ally: Teamster

    will discard hand to close Stablehouse and then move to Farm

    Recovery
    Divine 6: 1d10 + 1 ⇒ (5) + 1 = 6

    reset hand
    "

    Ukuja wrote:

    Hand: Frilled Lizard, Blessing of the Elements, Crow, Compass, Blessing of the Ancients 2, Light Crossbow,

    Displayed: Leryn, White Tiger,
    Deck: 4 Discard: 7 Buried: 0
    Notes: Blessing available if needed

    Sideboard cards:

    Skills and Powers:
    Skills:
    Strength: d6 □ +1 □ +2
    Dexterity: d10 □ +1 □ +2 □ +3 □ +4
    Ranged: Dexterity+2
    Constitution: d6 □ +1 □ +2
    Intelligence: d6 □ +1 □ +2
    Wisdom: d10 □ +1 □ +2 □ +3 □ +4
    Divine: Wisdom+1
    Survival: Wisdom+3
    Charisma: d4 □ +1 □ +2

    Favored Card: Ally or Spell
    Hand Size: 6

    Proficient with: Light Armors Weapons

    Powers:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.

    You may discard a card that has the Animal trait to evade a bane you
    encounter (☐ or to add 1d4 plus the discarded card's adventure deck
    number to your combat check)(☐ or to your check to defeat a barrier).

    ☐ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

    Cohorts:
    Leryn
    White Tiger


    "


    Reepazo Deck Handler

    Hour=Calistria's Sting, You may avenge by discarding a card.

    Explore Farm 1, Ingratiating Minion

    Display Detect Magic for Bug-shift, Ukuja discards Blessing of the Elements

    Charisma 7: 3d6 ⇒ (4, 1, 4) = 9 => defeated

    Examine top card of location => Lookout

    Recharge Detect Magic

    End turn, Zompig fattening: 1d10 ⇒ 6 => Blessing added

    Reepazo wrote:

    Hand: Blessing of the Elements, Mouse, Dogslicer, Porcupine,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Use Blessing as needed
    Movement: In order, move to Stable then Storehouse
    Other: Can't use most of my cards if I Bug-shift

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Melee: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Divine: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2
    -Survival: Charisma +3

    Favored Card: Spell
    Hand Size: 4 ☐ 5
    Proficiencies:
    Light Armors, Weapons
    Powers:
    "Bug-shift" When you encounter a card, you may display a boon that has the Divine trait (☐ and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin (☐ or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all cards displayed by this power.
    When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 (☐ and before the roll, you may draw a card).


    Female Goblin | My Deck Handler Tier 1 Swashbuckler (Rogue / UI) (12789-1006)

    Out of Turn Updates: None
    Turn Order: Kyra, Grenek, Ukuja, Reepazo, Jirelle

    Turn - Hour: 10- Calistria's Sting
    Hour Rules: You may avenge by discarding a card.

    SOT: None
    Give Card: None
    Move: Stuck at Farm

    Charisma Check DC 5: 1d8 ⇒ 8 Success

    "Hey! Elf! I know who has your mask...."

    Lookout (Known):

    Core Ally 0
    Traits: Elf Hireling
    To Acquire: Charisma Diplomacy Perception 5
    On a local Perception check, recharge to add 1d4. Recharge to examine the top card of your location. Discard to explore. This exploration, you may evade your encounters.

    Will discard Lookout to explore again and discard BoAbadar to bless

    Wisdom Check DC 7: 1d8 + 1d8 ⇒ (1) + (3) = 4 No Success

    "This stick looks like it will be good for thwacking pigs!"
    Jirelle hits the ground with the staff hard a few times until a burst of sparks erupts and splinters the staff "Oopsies"

    Staff Of Minor Healing:

    Core Item 1
    Traits: Divine Healing Magic Staff
    To Acquire: Wisdom Divine 7
    Recharge to heal a local character a card.

    Reminder of Scenario changes:

    Characters have Goblin Trait


    EOT: End Turn, Recovery, and Reset hand discarding thieve's tools

    Farm Zompig Check : 1d10 ⇒ 5 Ally Added

    Summary
    Location = Farm
    Acquired = Lookout
    Banished = Staff of Minor Healing
    Examined =
    From Box =
    Displayed =

    Give: =
    Used =
    Other =

    Jirelle the Repugnant wrote:

    Hand: Fencer, 1 BotG, Rapier 2, Burglar, Elven Chain Shirt,

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Blessings are available for use.
    Other: Please bot me if I need to Guard my location!"

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Lookout, Acidic Whip +1, Rapier, Sage's Journal, Whip, 2 BotG, Cutlass
    Recharged:
    Discard Pile:Carver, 4 BotG, 3 BotG, BoAbadar, Thieves' Tools,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Acrobatics: Dexterity+1
    Constitution d6 ☐ +1 ☐ +2
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Weapon
    POWERS:
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
    If your check has the Swashbuckling trait (□ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
    Reduce Structural damage to your ship by 1.


    "
    Amateur Swashbuckler:
    ☐☐☐☐ You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
    "


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    Kept Acid Arrow instead of acquiring Detect Magic since both are 0 and the extra spell should not have been at Stable.

    During This Adventure: DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).

    Wait, I’m Not a Goblin!:

    Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra.
    Ever since the chief started talking to the sun, Crookedtoes gobbos get some weird visions.
    Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.

    During This Scenario: SETUP:

  • Create the hourglass from 12 blessings. When preparing the story banes, display a closing henchman Zompig next to each location.

    STORY BANES:

  • Villain: None
  • Henchmen: None
  • Danger: Zombie Minion

    DURING THIS SCENARIO:

  • Danger: Zombie Minion
  • At the end of your turn, if a Zompig is displayed at your location, you may encounter it; if you choose not to, roll 1d10 for each Zompig and add a new boon under it:
    1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing 7-10. No boon.
  • When you encounter a Zompig, its difficulty to defeat is increased by 2 for each boon under it. If defeated, draw the boons under it then banish it; otherwise, display it at its location.

    Zompig:
    Zompig
    Story Bane Monster 1

    Traits
    Undead
    Zombie

    Check
    Combat
    8

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

    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.

    Additional Rules:

    WILDCARDS:

    NAME EFFECTS
    Ablaze At the end of your turn, suffer 1d4-2 Fire damage.
    Confusion After you reset, shuffle a random card into your deck.
    Deadly When you suffer damage, it is increased by 1.
    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.
    Wearisome Each turn, you may use no more than 1 power that lets you explore.
    Beseiged After you move, suffer 1 Ranged Combat damage.
    Desperate When you encounter a boon and do not acquire it, discard a card.
    Hazardous When building the locations, add 6 barriers, distributed as evenly as possible.
    Impoverished After drawing your starting hand, draw 3 cards, then bury 3 cards.
    Monstrous When building the locations, add 6 monsters, distributed as evenly as possible.
    Withering At the end of your turn, bury a random card from your discards.

    SCOURGES:

    NAME EFFECTS
    Dazed "WHILE MARKED You may not examine locations.
    If you explored this turn, you may not explore again.
    If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
    Drained "WHILE MARKED
    On your checks, subtract 1 for each die rolled.
    At the end of your turn, you may bury a Divine boon to remove this scourge."
    Entangled "WHILE MARKED
    You cannot evade or move.
    When your location is closed, remove this scourge."
    Exhausted "WHILE MARKED
    On each check or step, you may play no more than 1 boon.
    At the start of your move step, you may end your turn to remove this
    scourge."
    Frightened "WHILE MARKED
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
    When your location is closed, you may remove this scourge."
    Poisoned "WHILE MARKED
    After you reset, recharge a random card.
    When you would heal any number of cards, you may remove this scourge instead."
    Wounded "WHILE MARKED
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead."
    Honor-Tested "WHILE MARKED
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove this scourge.
    At the end of the scenario, gain 1 respect point."
    Plagued "WHILE MARKED
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
    At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

    Scenario Level (#): 1

    Turn: 11, Kyra/EmpTyger

    Random Cards:

    Monsters
    Spoiler:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.

    Spoiler:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    Spoiler:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.

    Spoiler:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Spoiler:
    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.

    Barriers
    Spoiler:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Spoiler:
    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.

    Spoiler:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Spoiler:
    Mob Of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Spoiler:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Weapons
    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:
    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:
    Shortsword
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Sword To Acquire:
    Strength
    Stealth
    Melee 4
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    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.

    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:
    Levitate
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 6
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Spoiler:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Detect Magic
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 3
    Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

    Spoiler:
    Cure
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    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.

    Armors
    Spoiler:
    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.

    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    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.

    Items
    Spoiler:
    Elixir Of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    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.

    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.

    Spoiler:
    Gem Of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Allies
    Spoiler:
    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.

    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:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    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:
    Crow
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Blessings
    Spoiler:
    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.

    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:
    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:
    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.

    Spoiler:
    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.

    Hour Power: On your check, you may discard a card to reroll 1 die showing 1 or 2.

    Top of Blessing Discard Pile:

    Cayden Cailean's Revelry:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Blessings Remaining: 1

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Grenek/Redeux
    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.

    Location #1: Farm
    Urban
    Wild
    At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
    When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
    When Permanently Closed: You may draw a new Animal ally.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux, Ukuja/morph147, Reepazo/Shnik, Jirelle/Zalarian,

    Henchman Proxy A1:

    Core Henchman 0
    Type:
    Traits:
    To Defeat: None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    , Weapon, Blessing, Ally
    Farm Card 1:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.


  • Female Human Goblin Cleric Deck Handler

    Cayden Cailean's Revelry o'clock: On your check, you may discard a card to reroll 1 die showing 1 or 2
    Ending turn.
    Encountering displayed Henchman A3

    Zompig:
    Story Bane Monster 1

    Traits
    Undead
    Zombie
    Check
    Combat
    8
    Powers
    Immune to Mental and Poison.
    If undefeated, each local character suffers 1 Poison damage and the scourge Poisoned.


    Banishing Inflict to recovery, discarding Blessing of the Gods, using Kyra's anti-Undead power. Grenek discards Quartermaster to add 1d4 and Piercing
    Combat 8+6=14: 1d10 + 3 + 1d6 + 1d4 + 1d4 ⇒ (5) + 3 + (5) + (1) + (2) = 16
    Zompig is banished. Drawing Random Weapon 1: Keen Rapier, Random Blessing 1: Iomedae's Justice, Random Ally 1: Standard Bearer
    "Sarenrae say it BACON TIME!"
    (sizzling)
    "Mmm yummy. Grenek poke to make sure is cooked all the way through. Sarenrae likes bacon extra crispy."

    Closing Farm: Discarding Blessing of the Gods
    Diplomacy 4+1=5: 2d8 + 1 ⇒ (2, 5) + 1 = 8
    "Okie everyone be nice. Sarenrae says to share. Plenty of bacon for everyone."

    We be winners!


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    Development
    You stand on the roof as the last zompig collapses into a heap of meat. Just visible in the distance, a massive army of skeletal troops marches beneath a cloudy sky. Now you know why the animals disappeared!

    Reward
    Loot: weapon Deathbane Light Crossbow, armor Magic Leather Armor.
    Characters may choose a bonus deck upgrade.

    Acquired Cards [i][/i]
    Mouse (Ally 0)
    Giant Slug (Ally 1)
    Lookout (Ally 0)
    Porcupine (Ally 0)
    Standard Bearer (Ally 1)
    Teamster (Ally 0)
    Light Shield (Armor 0)
    Iomedae's Justice (Blessing 1)
    Gorum's Iron (Blessing 1)
    Desna's Freedom (Blessing 1)
    Token Of Remembrance (Item 0)
    Acid Arrow (Spell 0)
    Knock (Spell 1)
    Detect Evil (Spell 0)
    Battleaxe (Weapon 0)
    Rapier (Weapon 0)
    Glorious Warhammer (Weapon 1)
    Keen Rapier (Weapon 1)

    Weapon 0011
    Spell 010
    Armor 0
    Item 0
    Ally 010010
    Blessing 111

    TBD on what and how boons are being done for CAGII

    Tier Rewards
    Each character gains 1 XP and 1 hero point.

    Please post rolls, decisions, etc in discussion thread


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    WBH-1B Chicken Run Act I

    “Undead army you saw would eat all the Crookedtoes for sure. But vulture scouts saw a group of longshanks in shiny armor trapped in a valley on the other side of this hill. If we could get them to come here and escort us, together we might survive and head south to safety.” Velkik grins broadly. “There is tunnel we have not used for years that leads to valley where longshanks are. They probably think they are cornered. You go through tunnel and get longshanks to come back here and save us all, and you become biggest heroes our tribe has ever known.”

      Firethorn bushes overgrow the tunnel opening. The rocks are covered in a terrifying graffiti: “BEWARE THE BLASTED CHICKEN!”
      “We be heroes,” you whisper.

    SETUP:
    When setting out the locations, arrange them in a line in the order listed, from left to right. When preparing story banes, set aside the closing henchman Shiny Longshanks and shuffle a Proxy A for it into the location Campsite.
    Characters start at the Trail.

    STORY BANES:
    Danger: Blasted Chicken
    Villain: None
    Henchmen: Shiny Longshanks

    This scenario has two acts, Act 1 and Act 2. In both acts, you may not move on your move step. After you defeat a bane or acquire a boon, you may move. When you move, you may move only to an adjacent location.
    Act 1: When Shiny Longshanks is defeated, display the story bane Blasted Chicken next to the scenario. At the end of the turn, if Shiny Longshanks was defeated using a combat check, display the Proxy A at the rightmost location; otherwise, banish it and display Proxy B at the rightmost location. Then begin Act 2.

    Shiny Longshanks:

    Monster
    Human Paladin
    Combat 9
    OR
    Charisma/Diplomacy/Stealth 7

    If defeated by a non-combat check, draw a new weapon or armor.

    Blasted Chicken:

    Monster Blasted Chicken
    Aberration
    Cockatrice
    Combat 12
    Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled.
    If undefeated, suffer the scourge Exhausted.


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    During This Adventure: DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).

    Wait, I’m Not a Goblin!:

    Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra.
    Ever since the chief started talking to the sun, Crookedtoes gobbos get some weird visions.
    Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.

    During This Scenario: SETUP:
    When setting out the locations, arrange them in a line in the order listed, from left to right. When preparing story banes, set aside the closing henchman Shiny Longshanks and shuffle a Proxy A for it into the location Campsite.
    Characters start at the Trail.

    STORY BANES:

  • Danger: Blasted Chicken
  • Villain: None
  • Henchmen: Shiny Longshanks

    This scenario has two acts, Act 1 and Act 2. In both acts, you may not move on your move step. After you defeat a bane or acquire a boon, you may move. When you move, you may move only to an adjacent location.
    Act 1: When Shiny Longshanks is defeated, display the story bane Blasted Chicken next to the scenario. At the end of the turn, if Shiny Longshanks was defeated using a combat check, display the Proxy A at the rightmost location; otherwise, banish it and display Proxy B at the rightmost location. Then begin Act 2.

    Shiny Longshanks:

    Monster
    Human Paladin
    Combat 9
    OR
    Charisma/Diplomacy/Stealth 7

    If defeated by a non-combat check, draw a new weapon or armor.

    Blasted Chicken:

    Monster Blasted Chicken
    Aberration
    Cockatrice
    Combat 12
    Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled.
    If undefeated, suffer the scourge Exhausted.

    Additional Rules:

    WILDCARDS:

    NAME EFFECTS
    Ablaze At the end of your turn, suffer 1d4-2 Fire damage.
    Confusion After you reset, shuffle a random card into your deck.
    Deadly When you suffer damage, it is increased by 1.
    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.
    Wearisome Each turn, you may use no more than 1 power that lets you explore.
    Beseiged After you move, suffer 1 Ranged Combat damage.
    Desperate When you encounter a boon and do not acquire it, discard a card.
    Hazardous When building the locations, add 6 barriers, distributed as evenly as possible.
    Impoverished After drawing your starting hand, draw 3 cards, then bury 3 cards.
    Monstrous When building the locations, add 6 monsters, distributed as evenly as possible.
    Withering At the end of your turn, bury a random card from your discards.

    SCOURGES:

    NAME EFFECTS
    Dazed "WHILE MARKED You may not examine locations.
    If you explored this turn, you may not explore again.
    If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
    Drained "WHILE MARKED
    On your checks, subtract 1 for each die rolled.
    At the end of your turn, you may bury a Divine boon to remove this scourge."
    Entangled "WHILE MARKED
    You cannot evade or move.
    When your location is closed, remove this scourge."
    Exhausted "WHILE MARKED
    On each check or step, you may play no more than 1 boon.
    At the start of your move step, you may end your turn to remove this
    scourge."
    Frightened "WHILE MARKED
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
    When your location is closed, you may remove this scourge."
    Poisoned "WHILE MARKED
    After you reset, recharge a random card.
    When you would heal any number of cards, you may remove this scourge instead."
    Wounded "WHILE MARKED
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead."
    Honor-Tested "WHILE MARKED
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove this scourge.
    At the end of the scenario, gain 1 respect point."
    Plagued "WHILE MARKED
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
    At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

    Loot:

    Deathbane Light Crossbow
    Spoiler:

    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.

    Magic Leather Armor

    Spoiler:

    Core Armor 1
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 6
    Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0.

    Scenario Level (#): 1

    Turn: 1, Grenek

    Random Cards:

    Monsters
    Spoiler:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    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.

    Spoiler:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Barriers
    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:
    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.

    Spoiler:
    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.

    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:
    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.

    Weapons
    Spoiler:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Spoiler:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    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.

    Spoiler:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spells
    Spoiler:
    Lightning Touch
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    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:
    Holy Light
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 8
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 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:
    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:
    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:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Spoiler:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    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:
    Token Of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Spoiler:
    Crowbar
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    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:
    Elixir Of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Spoiler:
    Cape Of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Allies
    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.

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

    Spoiler:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.

    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    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.

    Blessings
    Spoiler:
    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.

    Spoiler:
    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:
    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:
    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:
    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.

    Top of Blessing Discard Pile:

    :
    [/b]

    Traits: To Acquire:


    Blessings Remaining: 30

    [b]Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Grenek/Redeux
    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:
    Blessings Deck Card 2 Blessings Deck Card 2 Ukuja/morph147
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Reepazo/Shnik
    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:
    Blessings Deck Card 4 Blessings Deck Card 4 Jirelle/Zalarian
    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 5 Blessings Deck Card 5 Kyra/EmpTyger
    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 Grenek/Redeux
    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 7 Blessings Deck Card 7 Ukuja/morph147
    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 8 Blessings Deck Card 8 Reepazo/Shnik
    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 9 Blessings Deck Card 9 Jirelle/Zalarian
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Kyra/EmpTyger
    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 11 Blessings Deck Card 11 Grenek/Redeux
    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:
    Blessings Deck Card 12 Blessings Deck Card 12 Ukuja/morph147
    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 13 Blessings Deck Card 13 Reepazo/Shnik
    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 14 Blessings Deck Card 14 Jirelle/Zalarian
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Kyra/EmpTyger
    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 16 Blessings Deck Card 16 Grenek/Redeux
    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.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Ukuja/morph147
    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.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Reepazo/Shnik
    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 19 Blessings Deck Card 19 Jirelle/Zalarian
    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 20 Blessings Deck Card 20 Kyra/EmpTyger
    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 21 Blessings Deck Card 21 Grenek/Redeux
    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 22 Blessings Deck Card 22 Ukuja/morph147
    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 23 Blessings Deck Card 23 Reepazo/Shnik
    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:
    Blessings Deck Card 24 Blessings Deck Card 24 Jirelle/Zalarian
    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.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Kyra/EmpTyger
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Grenek/Redeux
    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 27 Blessings Deck Card 27 Ukuja/morph147
    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.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Reepazo/Shnik
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Jirelle/Zalarian
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 30 Blessings Deck Card 30 Kyra/EmpTyger
    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.

    Location #1: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux, Ukuja/morph147, Reepazo/Shnik, Jirelle/Zalarian, None

    Location #2: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

    Location #3: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

    Location #4: Cave
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
    Located/Displayed Here: None

    Location #6: Forest
    Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #7: 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: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None


  • Female Human Goblin Cleric Deck Handler

    Hero Point: Power Feat: Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
    Upgrading Spell B Cure into Spell 1 Fear
    Upgrading Spell B Inflict into Spell B Holy Light (replacing with Core Spell 1 Holy Light)
    Replacing banished item with Basic Item B Holy Water (replacing with Core Item 0 Holy Water)

    “I say Grace to Sarenrae:
    Goblins eat and goblins pray!
    Bacon makes us strong all day!
    Fire burns and helps us see,
    Also hurts the enemy!
    Water makes it not so dry.
    Sarenrae makes the longshanks fly!”

    Kyra wrote:

    Hand: Standard Bearer, Blessing of the Gods 2, Blessing of the Gods 1, Fear, Chain Mail,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: Move Kyra as necessary. I will heal if convenient: let me know either if you don't want healing, or if you would like me to go out of my way to heal.
    Ask before using: 2 Blessings of the Gods
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Standard Bearer (recharge for +1d4 on local STR/CON); Kyra's cleric power (+1d4 and Magic vs local Outsider/Undead bane)

    Skills and Powers:

    Skills:
    Strength d8 [] +1 [] +2 [] +3
    -- Melee: Strength +2
    Dexterity d4 [] +1
    Constitution d6 [] +1 [] +2
    -- Fortitude: Constitution +2
    Intelligence d6 [] +1 [] +2
    Wisdom d10 [] +1 [] +2 [] +3 [] +4
    -- Divine: Wisdom +3
    -- Perception: Wisdom +2
    Charisma d8 [] +1 [] +2 [] +3
    -- Diplomacy: Charisma +1

    Powers:
    Favored Card: Blessing
    Proficient with: Armor Divine [] Weapon
    Hand Size 5 [] 6

    On a local check against an Outsider or Undead bane, add 1d4 ([] 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    [X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

    Hero Points: 0


    DECK HANDLER
    Grenek the Big Hero wrote:

    Hand: Crowbar, Ranseur of the Gargoyle, BoAchaekek, Bronzed Leather, Hide Armor,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0 Shirt Reroll Available: Y
    Notes: feel free to use whatever help i can offer.

    Skills and Powers:
    SKILLS

    Strength d10 []+1 []+2 []+3 []+4
    Melee: Str+2
    Dexterity d6 []+1 []+2 []+3
    Constitution d8 []+1 []+2 []+3 []+4
    Fortitude: Con+1
    Intelligence d6 []+1
    Wisdom d4
    Charisma d8 []+1 []+2 []+3
    Diplomacy: Cha+0

    Favored Card: Melee Weapon
    Hand size 5 []6
    Proficient with: Weapons
    Powers:
    On your Strength check or your check against a monster, you may bury a random card from your discards (▢ or the top card of your deck) to add your Fortitude skill.
    On a local check against a monster, you may discard ([] or recharge) a card to add 1d4 (▢ 1d6) and the Piercing trait.
    At the end of your turn, you may move; any local Goblin characters may move with you

    "

    Card Descriptions:

    Hand descriptions:
    Ranseur of the Gargoyle
    Spoiler:
    Ranseur of the Gargoyle
    Traits: Polearm, Melee, Piercing, 2-handed, Magic, elite
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Recharge this card to reduce Combat damage dealt to you by 3.
    Hide Armor
    Spoiler:
    Hide Armor
    Traits: Light Armor,
    Display. While displayed:
    When you suffer Cold or Combat damage, you may recharge to reduce it to 1.
    On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    Bronzed Leather
    Spoiler:
    Bronzed Leather
    Traits: Light Armor, Basic
    When you discard this card as damage, it counts as up to 3 cards. If proficient with light armors, after discarding, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    Crowbar
    Spoiler:
    Crowbar
    Traits: Tool, Basic
    Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
    BoAchaekek
    Spoiler:
    BoAchaekek
    Traits: Divine, Achaekek
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Displayed descriptions:
    "

    Grenek can move at end of turn with his power feat, so if we want to move that's one way to do it


    Reepazo Deck Handler
    Reepazo wrote:

    Hand: Erutaki Coat, Porcupine, Elemental Treaty, Aspect of the Mouse,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support:
    Movement:
    Other: Can't use some of my cards if I Bug-shift"

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Melee: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Divine: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2
    -Survival: Charisma +3

    Favored Card: Spell
    Hand Size: 4 ☐ 5
    Proficiencies:
    Light Armors, Weapons
    Powers:
    "Bug-shift" When you encounter a card, you may display a boon that has the Divine trait (☐ and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all cards displayed by this power.
    When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 (☐ and before the roll, you may draw a card).


    Ukuja Deck Handler

    Starting with Leryn and White Tiger as my cohorts

    "

    Ukuja wrote:

    Hand: Crow, Compass, Snow Leopard, Light Crossbow, Blessing of the Ancients 1, Blessing of the Gods. ,

    Displayed: Leryn, White Tiger,
    Deck: 10 Discard: 0 Buried: 0
    Notes: Blessing available if needed

    Sideboard cards:

    Skills and Powers:
    Skills:
    Strength: d6 □ +1 □ +2
    Dexterity: d10 □ +1 □ +2 □ +3 □ +4
    Ranged: Dexterity+2
    Constitution: d6 □ +1 □ +2
    Intelligence: d6 □ +1 □ +2
    Wisdom: d10 □ +1 □ +2 □ +3 □ +4
    Divine: Wisdom+1
    Survival: Wisdom+3
    Charisma: d4 □ +1 □ +2

    Favored Card: Ally or Spell
    Hand Size: 6

    Proficient with: Light Armors Weapons

    Powers:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.

    You may discard a card that has the Animal trait to evade a bane you
    encounter (☐ or to add 1d4 plus the discarded card's adventure deck
    number to your combat check)(☐ or to your check to defeat a barrier).

    ◼️ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

    Cohorts:
    Leryn
    White Tiger


    "


    Female Goblin | My Deck Handler Tier 1 Swashbuckler (Rogue / UI) (12789-1006)

    Jirelle the Repugnant - WBH-1B: Chicken Run Pt I

    Starting Location Trail
    Loot
    Will put Cutlass into box and put Deathbane Light Crossbow +1 into Deck
    Starting Hand - Favored Card Ally

    Jirelle the Repugnant wrote:

    Hand: Rapier, Elven Chain Shirt, Carver, Burglar, 3 BotG, 1 BotG,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Please bot me if I need to Guard my location!

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: BoAchaekek, Fencer, BoAbadar, Deathbane Light Crossbow +1, Thieves' Tools, 2 BotG, Whip, Acidic Whip +1, Emerald of Dexterity
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Acrobatics: Dexterity+1
    Constitution d6 ☐ +1 ☐ +2
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapon
    POWERS:
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
    If your check has the Swashbuckling trait (□ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
    Reduce Structural damage to your ship by 1.


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure: DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).

    Wait, I’m Not a Goblin!:

    Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra.
    Ever since the chief started talking to the sun, Crookedtoes gobbos get some weird visions.
    Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.

    During This Scenario: SETUP:
    When setting out the locations, arrange them in a line in the order listed, from left to right. When preparing story banes, set aside the closing henchman Shiny Longshanks and shuffle a Proxy A for it into the location Campsite.
    Characters start at the Trail.

    STORY BANES:

  • Danger: Blasted Chicken
  • Villain: None
  • Henchmen: Shiny Longshanks

    This scenario has two acts, Act 1 and Act 2. In both acts, you may not move on your move step. After you defeat a bane or acquire a boon, you may move. When you move, you may move only to an adjacent location.
    Act 1: When Shiny Longshanks is defeated, display the story bane Blasted Chicken next to the scenario. At the end of the turn, if Shiny Longshanks was defeated using a combat check, display the Proxy A at the rightmost location; otherwise, banish it and display Proxy B at the rightmost location. Then begin Act 2.

    Shiny Longshanks:

    Monster
    Human Paladin
    Combat 9
    OR
    Charisma/Diplomacy/Stealth 7

    If defeated by a non-combat check, draw a new weapon or armor.

    Blasted Chicken:

    Monster Blasted Chicken
    Aberration
    Cockatrice
    Combat 12
    Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled.
    If undefeated, suffer the scourge Exhausted.

    Additional Rules:

    WILDCARDS:

    NAME EFFECTS
    Ablaze At the end of your turn, suffer 1d4-2 Fire damage.
    Confusion After you reset, shuffle a random card into your deck.
    Deadly When you suffer damage, it is increased by 1.
    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.
    Wearisome Each turn, you may use no more than 1 power that lets you explore.
    Beseiged After you move, suffer 1 Ranged Combat damage.
    Desperate When you encounter a boon and do not acquire it, discard a card.
    Hazardous When building the locations, add 6 barriers, distributed as evenly as possible.
    Impoverished After drawing your starting hand, draw 3 cards, then bury 3 cards.
    Monstrous When building the locations, add 6 monsters, distributed as evenly as possible.
    Withering At the end of your turn, bury a random card from your discards.

    SCOURGES:

    NAME EFFECTS
    Dazed "WHILE MARKED You may not examine locations.
    If you explored this turn, you may not explore again.
    If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
    Drained "WHILE MARKED
    On your checks, subtract 1 for each die rolled.
    At the end of your turn, you may bury a Divine boon to remove this scourge."
    Entangled "WHILE MARKED
    You cannot evade or move.
    When your location is closed, remove this scourge."
    Exhausted "WHILE MARKED
    On each check or step, you may play no more than 1 boon.
    At the start of your move step, you may end your turn to remove this
    scourge."
    Frightened "WHILE MARKED
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
    When your location is closed, you may remove this scourge."
    Poisoned "WHILE MARKED
    After you reset, recharge a random card.
    When you would heal any number of cards, you may remove this scourge instead."
    Wounded "WHILE MARKED
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead."
    Honor-Tested "WHILE MARKED
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove this scourge.
    At the end of the scenario, gain 1 respect point."
    Plagued "WHILE MARKED
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
    At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

    Loot:

    Deathbane Light Crossbow
    Spoiler:

    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.

    Magic Leather Armor

    Spoiler:

    Core Armor 1
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 6
    Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0.

    Scenario Level (#): 1

    Turn: 1, Grenek/Redeux

    Random Cards:

    Monsters
    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Spoiler:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Spoiler:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    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.

    Barriers
    Spoiler:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    Spoiler:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Spoiler:
    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.

    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.

    Spoiler:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Weapons
    Spoiler:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    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:
    Starknife
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

    Spoiler:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Spells
    Spoiler:
    Phantasmal Minion
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 4
    Banish to give a card to another character and/or let any number of local characters give a card to another character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spoiler:
    Levitate
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 6
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Spoiler:
    Commune
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 12
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spoiler:
    Locate Object
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spoiler:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Armors
    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.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    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:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Items
    Spoiler:
    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.

    Spoiler:
    Token Of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Spoiler:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Spoiler:
    Elixir Of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Spoiler:
    Staff Of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.

    Allies
    Spoiler:
    Mouse
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Stealth
    Survival 4
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Spoiler:
    Tinker
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Disable 6
    On a local check to acquire or Craft check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

    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:
    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:
    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:
    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:
    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.

    Spoiler:
    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.

    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.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Incitation:
    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.

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Ukuja/morph147
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Reepazo/Shnik
    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:
    Blessings Deck Card 3 Blessings Deck Card 3 Jirelle/Zalarian
    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 Kyra/EmpTyger
    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 5 Blessings Deck Card 5 Grenek/Redeux
    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 6 Blessings Deck Card 6 Ukuja/morph147
    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 7 Blessings Deck Card 7 Reepazo/Shnik
    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 8 Blessings Deck Card 8 Jirelle/Zalarian
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Kyra/EmpTyger
    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 10 Blessings Deck Card 10 Grenek/Redeux
    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:
    Blessings Deck Card 11 Blessings Deck Card 11 Ukuja/morph147
    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 Reepazo/Shnik
    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 13 Blessings Deck Card 13 Jirelle/Zalarian
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Kyra/EmpTyger
    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 15 Blessings Deck Card 15 Grenek/Redeux
    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.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Ukuja/morph147
    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.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Reepazo/Shnik
    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 18 Blessings Deck Card 18 Jirelle/Zalarian
    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 19 Blessings Deck Card 19 Kyra/EmpTyger
    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 20 Blessings Deck Card 20 Grenek/Redeux
    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 21 Blessings Deck Card 21 Ukuja/morph147
    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 22 Blessings Deck Card 22 Reepazo/Shnik
    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:
    Blessings Deck Card 23 Blessings Deck Card 23 Jirelle/Zalarian
    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.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Kyra/EmpTyger
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Grenek/Redeux
    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 26 Blessings Deck Card 26 Ukuja/morph147
    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.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Reepazo/Shnik
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Jirelle/Zalarian
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Kyra/EmpTyger
    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.

    Location #1: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux, Ukuja/morph147, Reepazo/Shnik, Jirelle/Zalarian, None

    Trail Card 1:
    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.
    Trail Card 2:
    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.
    Trail Card 3:
    Mob Of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
    Trail Card 4:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Trail Card 5:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    Trail Card 6:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
    Trail Card 7:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Trail Card 8:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Trail Card 9:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Location #2: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Mountain Card 1:
    Symbol Of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    Mountain Card 2:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Mountain Card 3:
    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.
    Mountain Card 4:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Mountain Card 5:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.
    Mountain Card 6:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Mountain Card 7:
    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.
    Mountain Card 8:
    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.
    Mountain Card 9:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Location #3: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Ravine Card 1:
    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.
    Ravine Card 2:
    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.
    Ravine Card 3:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Ravine Card 4:
    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.
    Ravine Card 5:
    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.
    Ravine Card 6:
    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.
    Ravine Card 7:
    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.
    Ravine Card 8:
    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.
    Ravine Card 9:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Location #4: Cave
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cave Card 1:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Cave Card 2:
    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.
    Cave Card 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.
    Cave Card 4:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Cave Card 5:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Cave Card 6:
    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.
    Cave Card 7:
    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.
    Cave Card 8:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.
    Cave Card 9:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Location #5: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
    Located/Displayed Here: None
    Cliff Card 1:
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Cliff Card 2:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    Cliff Card 3:
    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.
    Cliff Card 4:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.
    Cliff Card 5:
    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.
    Cliff Card 6:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.
    Cliff Card 7:
    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.
    Cliff Card 8:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Cliff Card 9:
    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.

    Location #6: Forest
    Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Forest Card 1:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Forest Card 2:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Forest Card 3:
    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.
    Forest Card 4:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    Forest Card 5:
    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.
    Forest Card 6:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Forest Card 7:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.
    Forest Card 8:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Forest Card 9:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #7: 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: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Campsite Card 1:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.
    Campsite Card 2:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Campsite Card 3:
    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.
    Campsite Card 4:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
    Campsite Card 5:
    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.
    Campsite Card 6:
    Frog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Campsite Card 7:
    Shortsword
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Sword To Acquire:
    Strength
    Stealth
    Melee 4
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
    Campsite Card 8:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Campsite Card 9:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.
    Campsite Card 10:
    Henchman Proxy A1
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


  • DECK HANDLER

    So seems we want to move to the campsite to kill the henchman

    Grenek explores trail

    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.

    That's not happening. banished

    Display hide armor while he's thinking about it.

    Discard BoAchaekek to explore

    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.

    Acolyte DC 4 diplo: 1d8 + 2 ⇒ (5) + 2 = 7 acquired

    Discard Acolyte to explore

    Mob Of Undead:

    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
    No problem, just me then since we're all local
    Summon random undead story bane. Since there is only core set, this is 3 (Ancient Skeleton, Wight, Zombie Minions)
    1d3 ⇒ 3 Zombie Minions
    Zombie Minions:

    Core Story Bane 1
    Traits: Undead Zombie
    To Defeat: Combat 9 THEN Combat 11+#
    Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

    Grenek uses ransuer
    Zombie Minions DC 9 combat: 1d10 + 2 + 2d4 + 1 ⇒ (4) + 2 + (3, 2) + 1 = 12
    Zombie Minions DC 12 combat: 1d10 + 2 + 2d4 + 1 ⇒ (5) + 2 + (2, 2) + 1 = 12 defeatedMob of Undead is banished

    Begin end of turn
    Grenek moves himself and anyone willing to go to the Mountain.

    Grenek the Big Hero wrote:

    Hand: Crowbar, Ranseur of the Gargoyle, Guide, Bronzed Leather, BotQuartermaster2,

    Displayed: Hide Armor,
    Deck: 9 Discard: 2 Buried: 0 Shirt Reroll Available: Y
    Notes: feel free to use whatever help i can offer. prefers the BotQuartermaster blessings get recharged when used

    Skills and Powers:
    SKILLS

    Strength d10 []+1 []+2 []+3 []+4
    Melee: Str+2
    Dexterity d6 []+1 []+2 []+3
    Constitution d8 []+1 []+2 []+3 []+4
    Fortitude: Con+1
    Intelligence d6 []+1
    Wisdom d4
    Charisma d8 []+1 []+2 []+3
    Diplomacy: Cha+0

    Favored Card: Melee Weapon
    Hand size 5 []6
    Proficient with: Weapons
    Powers:
    On your Strength check or your check against a monster, you may bury a random card from your discards (▢ or the top card of your deck) to add your Fortitude skill.
    On a local check against a monster, you may discard ([] or recharge) a card to add 1d4 (▢ 1d6) and the Piercing trait.
    At the end of your turn, you may move; any local Goblin characters may move with you

    "

    Card Descriptions:

    Hand descriptions:
    Ranseur of the Gargoyle
    Spoiler:
    Ranseur of the Gargoyle
    Traits: Polearm, Melee, Piercing, 2-handed, Magic, elite
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Recharge this card to reduce Combat damage dealt to you by 3.
    Bronzed Leather
    Spoiler:
    Bronzed Leather
    Traits: Light Armor, Basic
    When you discard this card as damage, it counts as up to 3 cards. If proficient with light armors, after discarding, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    Crowbar
    Spoiler:
    Crowbar
    Traits: Tool, Basic
    Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
    Guide
    Spoiler:
    Guide
    Traits: Human, Hireling
    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.
    BotQuartermaster2
    Spoiler:
    BotQuartermaster2
    Traits: Basic
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any non-combat check.
    Discard this card to explore your location.

    Displayed descriptions:
    Hide Armor
    Spoiler:
    Hide Armor
    Traits: Light Armor,
    Display. While displayed:
    When you suffer Cold or Combat damage, you may recharge to reduce it to 1.
    On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
    "


    Reepazo Deck Handler

    Reepazo will move to Mountain along with Grenek.


    Female Goblin | My Deck Handler Tier 1 Swashbuckler (Rogue / UI) (12789-1006)

    Jirelle will move forward as well


    Korundo Deck Handler

    Ukuja will move to mountain as well.


    Female Human Goblin Cleric Deck Handler

    Moving to Mountain
    "Follow Grenek in Sarenrae's name!"


    Ukuja Deck Handler

    Hour power: On each check, the first blessing played to bless may be played freely

    Start of Turn
    Mountain Location start of turn effect Survival 5: 1d10 + 3 ⇒ (5) + 3 = 8 Success

    Leryn will examine the top of the location deck to reveal Symbol Of Sleep

    Explore
    Encounter Symbol of Sleep. Will go for a Divine check.

    Divine 8: 1d10 + 1 ⇒ (8) + 1 = 9 Banish Symbol of Sleep

    Since Ukuja defeated a bane, Ukuja will move to Ravine.

    Second Explore
    Discard Compass to explore. Encounter Spiked Breastplate. Recharge Crow to add 1d6 to check.
    Constitution 6: 1d6 + 1d6 ⇒ (5) + (6) = 11 Success. Acquire Spiked Breastplate.

    Since Ukuja acquired a boon, Ukuja will move to Cave.

    Third Explore
    Discard Snow Leopard to encounter Dire Badger. Will go for Survival.
    Survival 6: 1d10 + 3 ⇒ (10) + 3 = 13 Success. Banish Dire Badger.

    Since Ukuja defeated a bane, Ukuja will move to Cliff.

    End of turn
    Ukuja will recharge a random animal trait from discard (recharge snow leopard).

    Leryn will examine the top two cards of the cliff to reveal
    Card 1: Nethys's Duality
    Card 2: Magic Chain Shirt

    Reset hand end turn. First chance I get Leryn will be displayed

    "

    Ukuja wrote:

    Hand: Force Shortbow+1, ac Spiked Breastplate, Light Crossbow, Blessing of the Ancients 1, Blessing of the Gods,

    Displayed: Leryn, White Tiger,
    Deck: 11 Discard: 1 Buried: 0
    Notes: Blessing available if needed

    Sideboard cards:

    Skills and Powers:
    Skills:
    Strength: d6 □ +1 □ +2
    Dexterity: d10 □ +1 □ +2 □ +3 □ +4
    Ranged: Dexterity+2
    Constitution: d6 □ +1 □ +2
    Intelligence: d6 □ +1 □ +2
    Wisdom: d10 □ +1 □ +2 □ +3 □ +4
    Divine: Wisdom+1
    Survival: Wisdom+3
    Charisma: d4 □ +1 □ +2

    Favored Card: Ally or Spell
    Hand Size: 6

    Proficient with: Light Armors Weapons

    Powers:
    When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.

    You may discard a card that has the Animal trait to evade a bane you
    encounter (☐ or to add 1d4 plus the discarded card's adventure deck
    number to your combat check)(☐ or to your check to defeat a barrier).

    ◼️ At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

    Cohorts:
    Leryn
    White Tiger


    Upkeep notes

    Ukuja has been moving along to the cliff.
    Mountain card 1 Symbol of Sleep banished.
    Ravine card 1 Spiked Breastplate acquired.
    Cave Card 1 Dire Badger banished.
    Cliff Card 1 examined:Nethys's Duality
    Cliff Card 2 examined Magic Chain Shirt


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure: DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).

    Wait, I’m Not a Goblin!:

    Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra.
    Ever since the chief started talking to the sun, Crookedtoes gobbos get some weird visions.
    Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.

    During This Scenario: SETUP:
    When setting out the locations, arrange them in a line in the order listed, from left to right. When preparing story banes, set aside the closing henchman Shiny Longshanks and shuffle a Proxy A for it into the location Campsite.
    Characters start at the Trail.

    STORY BANES:

  • Danger: Blasted Chicken
  • Villain: None
  • Henchmen: Shiny Longshanks

    This scenario has two acts, Act 1 and Act 2. In both acts, you may not move on your move step. After you defeat a bane or acquire a boon, you may move. When you move, you may move only to an adjacent location.
    Act 1: When Shiny Longshanks is defeated, display the story bane Blasted Chicken next to the scenario. At the end of the turn, if Shiny Longshanks was defeated using a combat check, display the Proxy A at the rightmost location; otherwise, banish it and display Proxy B at the rightmost location. Then begin Act 2.

    Shiny Longshanks:

    Monster
    Human Paladin
    Combat 9
    OR
    Charisma/Diplomacy/Stealth 7

    If defeated by a non-combat check, draw a new weapon or armor.

    Blasted Chicken:

    Monster Blasted Chicken
    Aberration
    Cockatrice
    Combat 12
    Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled.
    If undefeated, suffer the scourge Exhausted.

    Additional Rules:

    WILDCARDS:

    NAME EFFECTS
    Ablaze At the end of your turn, suffer 1d4-2 Fire damage.
    Confusion After you reset, shuffle a random card into your deck.
    Deadly When you suffer damage, it is increased by 1.
    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.
    Wearisome Each turn, you may use no more than 1 power that lets you explore.
    Beseiged After you move, suffer 1 Ranged Combat damage.
    Desperate When you encounter a boon and do not acquire it, discard a card.
    Hazardous When building the locations, add 6 barriers, distributed as evenly as possible.
    Impoverished After drawing your starting hand, draw 3 cards, then bury 3 cards.
    Monstrous When building the locations, add 6 monsters, distributed as evenly as possible.
    Withering At the end of your turn, bury a random card from your discards.

    SCOURGES:

    NAME EFFECTS
    Dazed "WHILE MARKED You may not examine locations.
    If you explored this turn, you may not explore again.
    If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
    Drained "WHILE MARKED
    On your checks, subtract 1 for each die rolled.
    At the end of your turn, you may bury a Divine boon to remove this scourge."
    Entangled "WHILE MARKED
    You cannot evade or move.
    When your location is closed, remove this scourge."
    Exhausted "WHILE MARKED
    On each check or step, you may play no more than 1 boon.
    At the start of your move step, you may end your turn to remove this
    scourge."
    Frightened "WHILE MARKED
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
    When your location is closed, you may remove this scourge."
    Poisoned "WHILE MARKED
    After you reset, recharge a random card.
    When you would heal any number of cards, you may remove this scourge instead."
    Wounded "WHILE MARKED
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead."
    Honor-Tested "WHILE MARKED
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove this scourge.
    At the end of the scenario, gain 1 respect point."
    Plagued "WHILE MARKED
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
    At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

    Loot:

    Deathbane Light Crossbow
    Spoiler:

    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.

    Magic Leather Armor

    Spoiler:

    Core Armor 1
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 6
    Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0.

    Scenario Level (#): 1

    Turn: 3, Reepazo/Shnik

    Random Cards:

    Monsters
    Spoiler:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Spoiler:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    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.

    Spoiler:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Barriers
    Spoiler:
    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.

    Spoiler:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    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:
    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.

    Spoiler:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Weapons
    Spoiler:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Spoiler:
    Glorious Warhammer
    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Spells
    Spoiler:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spoiler:
    Sleep
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local check against a monster or an ally, banish to add 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Cure
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    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:
    Knock
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Armors
    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:
    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:
    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.

    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    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.

    Items
    Spoiler:
    Staff Of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.

    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:
    Elixir Of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Spoiler:
    Token Of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Allies
    Spoiler:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Spoiler:
    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.

    Spoiler:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

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

    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.

    Blessings
    Spoiler:
    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:
    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:
    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.

    Spoiler:
    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:
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Incitation:
    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.

    Blessings Remaining: 27

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Jirelle/Zalarian
    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 2 Blessings Deck Card 2 Kyra/EmpTyger
    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 Grenek/Redeux
    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 4 Blessings Deck Card 4 Ukuja/morph147
    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 5 Blessings Deck Card 5 Reepazo/Shnik
    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 6 Blessings Deck Card 6 Jirelle/Zalarian
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Kyra/EmpTyger
    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 8 Blessings Deck Card 8 Grenek/Redeux
    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:
    Blessings Deck Card 9 Blessings Deck Card 9 Ukuja/morph147
    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 10 Blessings Deck Card 10 Reepazo/Shnik
    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 11 Blessings Deck Card 11 Jirelle/Zalarian
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Kyra/EmpTyger
    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 13 Blessings Deck Card 13 Grenek/Redeux
    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.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Ukuja/morph147
    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.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Reepazo/Shnik
    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 16 Blessings Deck Card 16 Jirelle/Zalarian
    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 17 Blessings Deck Card 17 Kyra/EmpTyger
    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 18 Blessings Deck Card 18 Grenek/Redeux
    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 19 Blessings Deck Card 19 Ukuja/morph147
    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 20 Blessings Deck Card 20 Reepazo/Shnik
    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:
    Blessings Deck Card 21 Blessings Deck Card 21 Jirelle/Zalarian
    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.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Kyra/EmpTyger
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Grenek/Redeux
    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 24 Blessings Deck Card 24 Ukuja/morph147
    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.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Reepazo/Shnik
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Jirelle/Zalarian
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Kyra/EmpTyger
    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.

    Location #1: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

    Trail Card 1:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Trail Card 2:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    Trail Card 3:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
    Trail Card 4:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Trail Card 5:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Trail Card 6:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Location #2: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux, Reepazo/Shnik, Jirelle/Zalarian, None
    Mountain Card 1:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Mountain Card 2:
    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.
    Mountain Card 3:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Mountain Card 4:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.
    Mountain Card 5:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Mountain Card 6:
    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.
    Mountain Card 7:
    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.
    Mountain Card 8:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Location #3: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Ravine Card 1:
    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.
    Ravine Card 2:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Ravine Card 3:
    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.
    Ravine Card 4:
    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.
    Ravine Card 5:
    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.
    Ravine Card 6:
    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.
    Ravine Card 7:
    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.
    Ravine Card 8:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Location #4: Cave
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cave Card 1:
    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.
    Cave Card 2:
    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.
    Cave Card 3:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Cave Card 4:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Cave Card 5:
    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.
    Cave Card 6:
    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.
    Cave Card 7:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.
    Cave Card 8:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Location #5: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
    Located/Displayed Here: Ukuja/morph147, None
    Cliff Card 1 (Nethys's Duality):
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Cliff Card 2 (Magic Chain Shirt):
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    Cliff Card 3:
    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.
    Cliff Card 4:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.
    Cliff Card 5:
    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.
    Cliff Card 6:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.
    Cliff Card 7:
    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.
    Cliff Card 8:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Cliff Card 9:
    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.

    Location #6: Forest
    Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Forest Card 1:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Forest Card 2:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Forest Card 3:
    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.
    Forest Card 4:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    Forest Card 5:
    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.
    Forest Card 6:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Forest Card 7:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.
    Forest Card 8:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Forest Card 9:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #7: 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: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Campsite Card 1:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.
    Campsite Card 2:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Campsite Card 3:
    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.
    Campsite Card 4:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
    Campsite Card 5:
    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.
    Campsite Card 6:
    Frog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Campsite Card 7:
    Shortsword
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Sword To Acquire:
    Strength
    Stealth
    Melee 4
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
    Campsite Card 8:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Campsite Card 9:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.
    Campsite Card 10:
    Henchman Proxy A1
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


  • Reepazo Deck Handler

    Hour: Incitation, no effect

    SoT, reveal Erutaki Coat
    Survival 5: 1d6 + 4 ⇒ (2) + 4 = 6 => passed

    Explore => Ogre

    Display Elemental Treaty for Bug-shift

    Before acting, discard Erutaki Coat for damage

    Grenek, Jirelle, and Kira take 1 Combat damage before acting

    Ukuja recharges Blessing of the Ancients 1 to add a die to combat check

    Combat 14: 2d12 + 1d6 + 1 ⇒ (3, 1) + (5) + 1 = 10 => undefeated

    Really have no luck with dice rolls this game!

    Discard Porcupine and Aspect of the Mouse as damage

    Mountain location shuffled

    End turn

    Reepazo wrote:

    Hand: Cloud Puff, Dogslicer, Blessing of the Green Faith 2, Cure,

    Displayed: Elemental Treaty,
    Deck: 7 Discard: 3 Buried: 0
    Hero Points: 0
    "NOTES:
    Available Support: Feel free to use Blessing
    Movement:
    Other: Can't use some of my cards if I Bug-shift"

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Melee: Dexterity +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    -Divine: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2
    -Survival: Charisma +3

    Favored Card: Spell
    Hand Size: 4 ☐ 5
    Proficiencies:
    Light Armors, Weapons
    Powers:
    "Bug-shift" When you encounter a card, you may display a boon that has the Divine trait (☐ and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all cards displayed by this power.
    When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 (☐ and before the roll, you may draw a card).


    Female Human Goblin Cleric Deck Handler

    (During Reepazo’s turn)
    Displaying and recharging Chain Mail to prevent 1 Combat damage

    “Sarenrae protect against big meanie!”

    Kyra wrote:

    Hand: Standard Bearer, Blessing of the Gods 2, Blessing of the Gods 1, Fear,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Move Kyra as necessary. I will heal if convenient: let me know either if you don't want healing, or if you would like me to go out of my way to heal.
    Ask before using: 2 Blessings of the Gods
    Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Standard Bearer (recharge for +1d4 on local STR/CON); Kyra's cleric power (+1d4 and Magic vs local Outsider/Undead bane)

    Skills and Powers:

    Skills:
    Strength d8 [] +1 [] +2 [] +3
    -- Melee: Strength +2
    Dexterity d4 [] +1
    Constitution d6 [] +1 [] +2
    -- Fortitude: Constitution +2
    Intelligence d6 [] +1 [] +2
    Wisdom d10 [] +1 [] +2 [] +3 [] +4
    -- Divine: Wisdom +3
    -- Perception: Wisdom +2
    Charisma d8 [] +1 [] +2 [] +3
    -- Diplomacy: Charisma +1

    Powers:
    Favored Card: Blessing
    Proficient with: Armor Divine [] Weapon
    Hand Size 5 [] 6

    On a local check against an Outsider or Undead bane, add 1d4 ([] 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    [X] Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.

    Hero Points: 0


    Female Goblin | My Deck Handler Tier 1 Swashbuckler (Rogue / UI) (12789-1006)

    Out of Turn Updates: Reveal Elven Chain shirt for 1 combat damage
    Turn Order: Kyra, Grenek, Ukuja, Reepazo, Jirelle

    Turn - Hour: 4 - Sarenae's Light
    Hour Rules: When you heal, you may heal an additional card.

    SOT: Survival Check or become exhausted
    Survival Check DC 4+1=5: 1d8 + 3 ⇒ (7) + 3 = 10 Success

    Give Card: None
    Move: Stay at Mountain
    Explore: Perplexing Text Core Barrier 1; will recharge burglar for 1d10
    Intelligence Check DC 7+1=8: 1d4 + 1d10 ⇒ (4) + (1) = 5 Not Quite
    Intelligence Check DC 7+1=8 PAIZO REROLL: 4 + 1d10 ⇒ 4 + (1) = 5 No Success

    Perplexing Text:

    Core Barrier 1
    Traits: Cache Veteran
    To Defeat: Intelligence Knowledge 7+#
    If undefeated, end your turn. If defeated, draw a new spell or Book item.

    Reminder of Scenario changes:

    Characters have Goblin Trait


    EOT: End Turn, Recovery, and Reset hand

    Summary
    Location = Mountain
    Acquired =
    Banished =
    Examined =
    From Box =
    Displayed =

    Give: =
    Used =
    Other =

    Jirelle the Repugnant wrote:

    Hand: Rapier, Elven Chain Shirt, Carver, BoAbadar, 3 BotG, 1 BotG,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Please bot me if I need to Guard my location!

    Deck, Discard, Buried:
    Reloaded:

    Middle {Order is not Known}: Emerald of Dexterity, Acidic Whip +1, Whip, Thieves' Tools, 2 BotG, BoAchaekek, Deathbane Light Crossbow +1, Fencer
    Recharged: Burglar,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    - Acrobatics: Dexterity+1
    Constitution d6 ☐ +1 ☐ +2
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    - Survival: Wisdom +3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapon
    POWERS:
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
    If your check has the Swashbuckling trait (□ or is a check to defeat a ship), you may reroll 1 die (□ or 2 dice) on your check; you must take the second result.
    Reduce Structural damage to your ship by 1.


    Using Paizo Campaign tools (Chrome/Firefox)? Use this for my avatar.

    During This Adventure: DURING THIS ADVENTURE:

  • You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).

    Wait, I’m Not a Goblin!:

    Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Kyra.
    Ever since the chief started talking to the sun, Crookedtoes gobbos get some weird visions.
    Then you recall you are a goblin, the world needs heroes, and you’re all it’s got.

    During This Scenario: SETUP:
    When setting out the locations, arrange them in a line in the order listed, from left to right. When preparing story banes, set aside the closing henchman Shiny Longshanks and shuffle a Proxy A for it into the location Campsite.
    Characters start at the Trail.

    STORY BANES:

  • Danger: Blasted Chicken
  • Villain: None
  • Henchmen: Shiny Longshanks

    This scenario has two acts, Act 1 and Act 2. In both acts, you may not move on your move step. After you defeat a bane or acquire a boon, you may move. When you move, you may move only to an adjacent location.
    Act 1: When Shiny Longshanks is defeated, display the story bane Blasted Chicken next to the scenario. At the end of the turn, if Shiny Longshanks was defeated using a combat check, display the Proxy A at the rightmost location; otherwise, banish it and display Proxy B at the rightmost location. Then begin Act 2.

    Shiny Longshanks:

    Monster
    Human Paladin
    Combat 9
    OR
    Charisma/Diplomacy/Stealth 7

    If defeated by a non-combat check, draw a new weapon or armor.

    Blasted Chicken:

    Monster Blasted Chicken
    Aberration
    Cockatrice
    Combat 12
    Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled.
    If undefeated, suffer the scourge Exhausted.

    Additional Rules:

    WILDCARDS:

    NAME EFFECTS
    Ablaze At the end of your turn, suffer 1d4-2 Fire damage.
    Confusion After you reset, shuffle a random card into your deck.
    Deadly When you suffer damage, it is increased by 1.
    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.
    Wearisome Each turn, you may use no more than 1 power that lets you explore.
    Beseiged After you move, suffer 1 Ranged Combat damage.
    Desperate When you encounter a boon and do not acquire it, discard a card.
    Hazardous When building the locations, add 6 barriers, distributed as evenly as possible.
    Impoverished After drawing your starting hand, draw 3 cards, then bury 3 cards.
    Monstrous When building the locations, add 6 monsters, distributed as evenly as possible.
    Withering At the end of your turn, bury a random card from your discards.

    SCOURGES:

    NAME EFFECTS
    Dazed "WHILE MARKED You may not examine locations.
    If you explored this turn, you may not explore again.
    If you didn’t suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge."
    Drained "WHILE MARKED
    On your checks, subtract 1 for each die rolled.
    At the end of your turn, you may bury a Divine boon to remove this scourge."
    Entangled "WHILE MARKED
    You cannot evade or move.
    When your location is closed, remove this scourge."
    Exhausted "WHILE MARKED
    On each check or step, you may play no more than 1 boon.
    At the start of your move step, you may end your turn to remove this
    scourge."
    Frightened "WHILE MARKED
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
    When your location is closed, you may remove this scourge."
    Poisoned "WHILE MARKED
    After you reset, recharge a random card.
    When you would heal any number of cards, you may remove this scourge instead."
    Wounded "WHILE MARKED
    At the start of your turn, discard the top card of your deck.
    When you would heal any number of cards, you may remove this scourge instead."
    Honor-Tested "WHILE MARKED
    When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
    When you evade a monster, remove this scourge.
    At the end of the scenario, gain 1 respect point."
    Plagued "WHILE MARKED
    At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge.
    At the end of your turn, succeed at a Constitution or Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge."

    Loot:

    Deathbane Light Crossbow
    Spoiler:

    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.

    Magic Leather Armor

    Spoiler:

    Core Armor 1
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 6
    Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0.

    Scenario Level (#): 1

    Turn: 5, Kyra/EmpTyger

    Random Cards:

    Monsters
    Spoiler:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Spoiler:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Spoiler:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    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.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Barriers
    Spoiler:
    Symbol Of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Spoiler:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    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.

    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.

    Weapons
    Spoiler:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    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:
    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:
    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.

    Spoiler:
    Glorious Warhammer
    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Spells
    Spoiler:
    Fire Bolt
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spoiler:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Spoiler:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    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.

    Spoiler:
    Knock
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Armors
    Spoiler:
    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.

    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Crowbar
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Spoiler:
    Bracers Of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Spoiler:
    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.

    Spoiler:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Spoiler:
    Elixir Of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Allies
    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:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

    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:
    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.

    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.

    Blessings
    Spoiler:
    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:
    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:
    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.

    Spoiler:
    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:
    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.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Prayer:
    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.

    Blessings Remaining: 25

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Grenek/Redeux
    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 2 Blessings Deck Card 2 Ukuja/morph147
    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 Reepazo/Shnik
    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 4 Blessings Deck Card 4 Jirelle/Zalarian
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Kyra/EmpTyger
    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 6 Blessings Deck Card 6 Grenek/Redeux
    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:
    Blessings Deck Card 7 Blessings Deck Card 7 Ukuja/morph147
    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 8 Blessings Deck Card 8 Reepazo/Shnik
    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 9 Blessings Deck Card 9 Jirelle/Zalarian
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Kyra/EmpTyger
    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 11 Blessings Deck Card 11 Grenek/Redeux
    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.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Ukuja/morph147
    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.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Reepazo/Shnik
    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 14 Blessings Deck Card 14 Jirelle/Zalarian
    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 15 Blessings Deck Card 15 Kyra/EmpTyger
    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 16 Blessings Deck Card 16 Grenek/Redeux
    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 17 Blessings Deck Card 17 Ukuja/morph147
    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 18 Blessings Deck Card 18 Reepazo/Shnik
    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:
    Blessings Deck Card 19 Blessings Deck Card 19 Jirelle/Zalarian
    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.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Kyra/EmpTyger
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Grenek/Redeux
    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 22 Blessings Deck Card 22 Ukuja/morph147
    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.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Reepazo/Shnik
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Jirelle/Zalarian
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Kyra/EmpTyger
    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.

    Location #1: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

    Trail Card 1:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    Trail Card 2:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    Trail Card 3:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
    Trail Card 4:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Trail Card 5:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    Trail Card 6:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Location #2: Mountain
    Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux, Reepazo/Shnik, Jirelle/Zalarian, ogre, Perplexing text
    Mountain Card 1:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
    Mountain Card 2:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Mountain Card 3:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.
    Mountain Card 4:
    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.
    Mountain Card 5:
    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.
    Mountain Card 6:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Mountain Card 7:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    Mountain Card 8:
    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.

    Location #3: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Ravine Card 1:
    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.
    Ravine Card 2:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Ravine Card 3:
    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.
    Ravine Card 4:
    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.
    Ravine Card 5:
    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.
    Ravine Card 6:
    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.
    Ravine Card 7:
    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.
    Ravine Card 8:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Location #4: Cave
    Underground
    Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Cave Card 1:
    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.
    Cave Card 2:
    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.
    Cave Card 3:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.
    Cave Card 4:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Cave Card 5:
    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.
    Cave Card 6:
    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.
    Cave Card 7:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.
    Cave Card 8:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Location #5: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
    Located/Displayed Here: Ukuja/morph147, None
    Cliff Card 1 (Nethys's Duality):
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Cliff Card 2 (Magic Chain Shirt):
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.
    Cliff Card 3:
    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.
    Cliff Card 4:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.
    Cliff Card 5:
    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.
    Cliff Card 6:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.
    Cliff Card 7:
    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.
    Cliff Card 8:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Cliff Card 9:
    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.

    Location #6: Forest
    Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Forest Card 1:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Forest Card 2:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Forest Card 3:
    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.
    Forest Card 4:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.
    Forest Card 5:
    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.
    Forest Card 6:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Forest Card 7:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.
    Forest Card 8:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.
    Forest Card 9:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Location #7: 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: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Campsite Card 1:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.
    Campsite Card 2:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Campsite Card 3:
    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.
    Campsite Card 4:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
    Campsite Card 5:
    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.
    Campsite Card 6:
    Frog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
    Campsite Card 7:
    Shortsword
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Sword To Acquire:
    Strength
    Stealth
    Melee 4
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
    Campsite Card 8:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Campsite Card 9:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.
    Campsite Card 10:
    Henchman Proxy A1
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

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