| BR Zalarian |
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.
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.
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.
| Kyra Core-EmpTyger |
(During Reepazo's turn)
Summoning Wounded Wanderer
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.
Burying Life Drain. Moving to Cliff. Summoning Random Ally: Archer
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.
Diplomacy 4: 1d8 + 1 ⇒ (8) + 1 = 9
Archer is acquired. Moving to Ravine. Banishing Wounded Warrior
"Sarenrae make you feel better and hurt Angry Longshanks at same time... but we should flee before he recovers. Run up cliff, jump down into ravine, hurry hurry hurry!"
Hand: Blessing of the Gods 1, Blessing of the Gods 3, Fear, Cayden Cailean’s Revelry, Archer,
Displayed: Magic Chain Shirt,
Deck: 12 Discard: 1 Buried: 2
Notes: My start-of-turn check can be botted (Fortitude 1d6+2). 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; Cayden Cailean’s Revelry (discard to bless/bury to reroll 1 or 2 local dice)
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Archer (recharge for +1d4 to local DEX/Ranged); Kyra's cleric power (+1d4 and Magic vs local Outsider/Undead bane)
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
| Jirelle the Repugnant |
Out of Turn Updates: Processed above
Turn Order: Kyra, Grenek, Ukuja, Reepazo, Jirelle
Turn - Hour: 24- Cayden Cailean's Revelry
Hour Rules: On your check, you may discard a card to reroll 1 die showing 1 or 2.
SOT: Entangle Checks
Kyra Fort 5: 1d6 + 2 ⇒ (4) + 2 = 6 Success
Grenek Fort 5: 1d8 + 1 ⇒ (8) + 1 = 9 Success
Ukuja Fort 5: 1d10 + 3 ⇒ (9) + 3 = 12 Success
Reepazo Fort 5: 2d6 + 3 ⇒ (1, 5) + 3 = 9 Success
Jirelle Fort 5: 1d8 + 3 ⇒ (1) + 3 = 4 No Success but at trail
Give Card: None
Move: Stay at Trail
Wisdom Check DC 4+1+2=7: 1d8 + 0 ⇒ (2) + 0 = 2 No Success - discarding crossbow to reroll the 2
Wisdom Check DC 4+1+2=7: 1d8 + 0 ⇒ (4) + 0 = 4 No Success
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.
Will discard Fencer to explore
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.
Jirelle plus anyone that wishes to can encounter warband
Jirelle, Ukuja, and Reepazo have to encounter Wolf Pack
Those at Trail have difficulty increased by 2 for distant characters
Local Character encounters Wolf Pack - Jirelle, Ukuja, Reepazo: 1d3 ⇒ 3 Reepazo fights a summoned Wolf
Summoned Wolf doesn't summon wolf so Reepazo only fights the one wolf
Demonic Crossbow +1 Combat Check DC 11+2=13: 1d10 + 1 + 1d8 ⇒ (7) + 1 + (6) = 14 Monster defeated
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.
Paizo reroll used
Characters have Goblin Trait
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.
EOT: End Turn, Recovery, and Reset hand
Remove Entangled since did not move
"
Hand: Acidic Whip +1, Elven Chain Shirt, Lookout, Rapier, 1 BotG, Whip,
Displayed:
Deck: 3 Discard: 6 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Crossbow can add d8 to distant combat and reloaded if undead
Other: Please bot me if I need to Guard my location!
Recharged: Emerald of Dexterity,
Discard Pile:
Buried Pile:
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.
Summary
Location = Trail
Acquired =
Banished = Warband
Examined =
From Box =
Displayed =
Give: =
Used =
Other = Reepazo and Ukuja must fight 1 Wolf
Grenek and Kyra may encounter warband but if they do they both fight same monster
"
Hand: Acidic Whip +1, Elven Chain Shirt, Lookout, Rapier, 1 BotG, Whip,
Displayed:
Deck: 3 Discard: 6 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Movement: Crossbow can add d8 to distant combat and reloaded if undead
Other: Please bot me if I need to Guard my location!
Recharged: Emerald of Dexterity,
Discard Pile:
Buried Pile:
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.
| BR Zalarian |
During This Adventure: DURING THIS ADVENTURE:
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:
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 2: At the start of your turn, each character must succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled. Then if Proxy A is displayed at your location, suffer 1 Combat Damage; [s]If Proxy B is displayed at your location, add 1 to your checks against banes this turn. Then display the proxy at the rightmost occupied location.
After a character encounters a non-summoned bane, any number of other characters may summon and encounter it.
In the reset step of any turn in which you did not move, you may reset and remove 1 of your scourges.
When the proxy is displayed at the leftmost location, you win.
Monster
Human Paladin
Combat 9
OR
Charisma/Diplomacy/Stealth 7
If defeated by a non-combat check, draw a new weapon or armor.
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:
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.
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."
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.
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.
Scenario Level (#): 1
Turn: 25, Kyra/EmpTyger
Monsters
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Core
Monster 1
Traits:
Elemental
Fire
Outsider
Veteran
To Defeat:
Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
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.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
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.
Barriers
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.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Survival 6
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Acrobatics
Disable 9
If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
Core
Barrier 1
Traits:
Obstacle
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception
Survival 8+#
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Weapons
Core
Weapon 1
Traits:
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.
Core
Weapon 0
Traits:
Ranged
Sling To Acquire:
Dexterity
Ranged 3
For your combat check, reveal to use Dexterity or Ranged + 1d4.
On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
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
Core
Spell 0
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 7
When a local character encounters a monster, banish; they evade it.
On a local check against a monster or an ally, banish to add 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 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.
Core
Spell 1
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armors
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude
Survival 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 3
When you suffer Combat damage, freely reveal to reduce it by 1.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Core
Armor 0
Traits:
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
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.
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Item 0
Traits:
Accessory
Magic To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
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.
Allies
Core
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy
Fortitude 6
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Core
Ally 1
Traits:
Animal
Owner: Lini To Acquire:
Wisdom
Survival 6
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card's owner, recharge it instead. You may not use this power during an encounter.
Core
Ally 1
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Core
Ally 1
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 3
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Irori
Divine
When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 4+#
On your check, recharge to bless.
Discard to explore.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Hour Power: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 4
Blessings Deck
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.
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.
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.
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: 5 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/morph147, Reepazo/Shnik, Jirelle/Zalarian, Ogre
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Core
Monster 0
Traits:
Giant
Ogre
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
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.
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: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kyra/EmpTyger, Grenek/Redeux, Proxy A - Angered Longshanks
Core
Item 0
Traits:
Alchemical
Plant To Acquire:
Wisdom
Divine
Survival 6
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Core
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.
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 #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: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Core
Monster 1
Traits:
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.
Core
Weapon 0
Traits:
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
Core
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: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
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.
| Reepazo - Shnik |
OoT Wolf Pack vs Vermin Swarm (i.e. Reepazo)!
Survival 8: 2d6 + 3 ⇒ (3, 6) + 3 = 12 => defeated
The Pack gets swarmed.
| morph147 Ukuja |
During Reepazo turn
Discard Compass from 1 point of force damage
Choose not to encounter wounded wandener
Choose not to encounter envoker.
During Jirelle turn
Fight Wolf Pack.
Survival 6: 1d10 + 3 ⇒ (1) + 3 = 4 Recharge Spiked Breastplate to reduce the damage by 2.
Since Ukuja did not move reset hand.
"
Hand: Snow Leopard, Force Shortbow+1, Crow, Blessing of the Elements, Atlatl, Blessing of the Ancients 2,
Displayed: Leryn, White Tiger,
Deck: 8 Discard: 7 Buried: 0
Notes: Blessing available if neededSideboard 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 □ +2Favored Card: Ally or Spell
Hand Size: 6Proficient 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
"
| Kyra Core-EmpTyger |
Shelyn's Song o'clock: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
(Botting everyone)
Fortitude 5 (Kyra): 1d6 + 2 ⇒ (3) + 2 = 5
Fortitude 5 (Grenek): 1d8 + 1 ⇒ (1) + 1 = 2
Survival 5 (Ukuja): 1d10 + 3 ⇒ (7) + 3 = 10
Survival 5 (Reepazo): 2d6 + 3 ⇒ (3, 6) + 3 = 12
Survival 5 (Jirelle): 1d8 + 3 ⇒ (4) + 3 = 7
Grenek is Entangled
Recharging Magic Chain Shirt to prevent 1 Combat damage
"Longshanks can't hurt me! I have magic shirt!"
Exploring Ravine 1: Balmberry
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.
Divine 6: 1d10 + 3 ⇒ (1) + 3 = 4
Balmberry is banished
"Sarenrae does not like berries. Sarenrae prefers bacon."
(squishes berries)
Discarding Archer to explore Ravine 2: Swamp Ooze
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.
Ukuja recharges Snow Leopard. Grenek discards Mace (or some other card for Piercing)
Combat 9+1=10: 1d8 + 1d4 + 1d4 ⇒ (7) + (1) + (2) = 10
Discarding Fear for 1 Acid damage. Grenek must recharge an armor or suffer 1 Acid damage. Swamp Ooze is banished
Everyone else may summon a Swamp Ooze if they want.[/b]
"ICK! Evil berry jam!"
Discarding Blessing of the Gods to explore Ravine 3: 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.
Kyra cannot make a INT/Arcane 9 check. Mirror Image is banished
"Oopsies broke mirror."
Discarding Blessing of the Gods to explore Ravine 4: Trapped Chest
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.
Ukuja discards Blessing of the Ancients
Melee 11+1=12: 2d8 + 2 ⇒ (1, 7) + 2 = 10
Acid damage: 1d4 ⇒ 1
Discarding Cayden Cailean's Revelry for Acid damage; no cards left in hand. Kyra is Dazed
Grenek may avenge. Everyone may summon a Trapped Chest
"Ooooh... what's in the treasure chest..."
(screaming)
"Ew! Treasure has evil berry jam all over! Gross!"
Ending turn. Removing Dazed. Grenek removes Entangled. Resetting hand
Hand: Giant Slug, Blessing of Sarenrae 1, Standard Bearer, Blessing of Sarenrae 2, Fireblade,
Displayed:
Deck: 8 Discard: 6 Buried: 2
Notes: My start-of-turn check can be botted (Fortitude 1d6+2). 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:
Can use without asking: 2 Blessings of Sarenrae (discard to bless/bless twice if non-combat CON); Giant Slug (recharge for +1d4 and Acid to local combat); Standard Bearer (recharge for +1d4 on local STR/CON); Kyra's cleric power (+1d4 and Magic vs local Outsider/Undead bane)
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
| BR Zalarian |
Outstanding Items as I see it:
Grenek must discard card for adding piercing to Kyra's check on ooze
Grenek must recharge an armor or suffer 1 Acid damage.
Ukuja (or possibly Jirelle) needs to discard blessing for Kyra's check against trapped chest
Grenek could avenge against trapped chest (don't see that happening)
Reepazo, Grenek, and Ukuja could encounter Trapped Chest (don't see this happening either)
| Grenek the Big Hero |
Off turn
Grenek discards mace to add piercing
Buries chain mail to reduce acid damage
Avenging Trapped Chest by burying ransuer of gargoyle
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.
bury random card in discard to add fort skill (crowbar)
Trapped Chest DC 12 melee: 1d10 + 2 + 1d6 + 1 ⇒ (7) + 2 + (3) + 1 = 13 defeated
Summon and encounter Weapon
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.
Grenek buries random card in discard (cat) to add fort skill
Glorious Warhammer DC 10 melee: 1d10 + 2 + 1d8 + 1 ⇒ (4) + 2 + (6) + 1 = 13 acquired
Grenek summons Trapped Chest (Scenario rule)
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.
Same as before (bury guide)
Trapped Chest DC 12 melee: 1d10 + 2 + 1d6 + 1 ⇒ (5) + 2 + (6) + 1 = 14 defeated
Summon and encounter weapon#2
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.
Sling DC 3 dex: 1d6 ⇒ 6 acquired
Reset hand, remove entangled since did not move this turn
Hand: Compass, Bronzed Leather, Luckstone (Acquired), BotQuartermaster2, Longspear,
Displayed: Hide Armor, Blue War Paint
Deck: 6 Discard: 4 Buried: 9 Shirt Reroll Available: N
Notes: feel free to use whatever help i can offer. prefers the BotQuartermaster blessings get recharged when used
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
Begin Grenek turn
Kyra: Fortitude 5:: 1d6 + 2 ⇒ (5) + 2 = 7 passed
Grenek: Fortitude 5:: 1d8 + 1 ⇒ (4) + 1 = 5passed
Ukuja: Survival 5:: 1d10 + 3 ⇒ (8) + 3 = 11passed
Reepazo: Survival 5:: 2d6 + 3 ⇒ (2, 4) + 3 = 9passed
Jirelle: Survival 5:: 1d8 + 3 ⇒ (3) + 3 = 6 passed
recharge hide armor to reduce combat damage to 0.
Skip explore step, Location empty, attempt to close. Bury random card from hand 1d5 ⇒ 4 Botoquartermaster buries. Location closed. Random buried card is healed 1d10 ⇒ 9 Chain Mail (acquired)
Grenek and kyra move to Trail
Grenek resets hand and ends turn
Hand: Compass, Bronzed Leather, Luckstone (Acquired), Quartermaster1 (ALLY), Longspear,
Displayed: Blue War Paint,
Deck: 4 Discard: 4 Buried: 10 Shirt Reroll Available: N
Notes: feel free to use whatever help i can offer. prefers the BotQuartermaster blessings get recharged when used
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
"
Hand descriptions:
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.
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.
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.
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.
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.
Displayed descriptions:
Blue War Paint
Traits: Liquid, Paint, Basic
Display this card next to your deck. While displayed, when you defeat a monster, after the encounter, you may discard a card to move. When you fail a combat check or play another card that has the Paint trait, bury this card; if you have the Melee skill, discard it instead.
TLDR
Grenek avenged Trapped Chest and he summoned trapped chest (scenario rule). Acquired Glorious Hammer (weapon 1) and Sling (Weapon 0). Ravine closed and Kyra and grenek moved to trail
We are now all at trail and will win at start of ukuja's turn
| Grenek the Big Hero |
Oh, and since I avenged, i fought Trapped chest again. Which means it was a non-summoned bane. After my encounter then Everyone except Kyra can summon Trapped Chest. And then everyone except Grenek can summon Trapped chest. So in total this means Grenek and Kyra can summon once, and Jirelle, Ukuja, Reepazo can summon twice. There is no penalty in trying here since you now know i already avenged/defeated the trapped chest and the location is empty. In other words, i have guaranteed Kyra and Grenek can move to trail on my turn (since closing a location banishes any entangle we would get), and then we would win at start of ukuja's turn. If Kyra summons and undefeats then Grenek is willing to avenge again.
Grenek does have a botquartermaster that could've been used for one of these trapped chests. If it was used then he would've drawn one extra card w hen resetting and buried that card to close instead. all else stays the same
| Morph147 Korundo |
Start of turn
Kyra: Fortitude 5: 1d6 + 2 ⇒ (6) + 2 = 8
Grenek: Fortitude 5: 1d8 + 1 ⇒ (4) + 1 = 5
Ukuja: Surivial 5: 1d10 + 3 ⇒ (2) + 3 = 5
Reeprzo Survival 5: 2d6 + 3 ⇒ (2, 3) + 3 = 8
Jirelle: Survival 5: 1d8 + 3 ⇒ (8) + 3 = 11
Everyone pass
Proxy A moves to Trail and we win.
| Reepazo - Shnik |
Reepazo will encounter the Trapped Chest that Grenek avenged, since at that point the win was assured.
Freely recharge Blessing of the Gobs to bless Melee (Dexterity) check
Melee 14: 2d12 + 1d6 + 1 ⇒ (5, 6) + (4) + 1 = 16 =>
Bury Blessing of the Gobs to acquire and recharge top Blessing of Hourglass => Orison
Summon and encounter item => Acid Flask
Intelligence 4: 2d6 ⇒ (2, 3) = 5 => acquired
End of shenanigans on Kyra's turn
| Jirelle the Repugnant |
"Ranzak much better at opening chests than I am"
Will discard blessing for hail mary attempt
Untrained Skill Check Disable DC 7+1=8: 1d4 + 1d4 ⇒ (2) + (2) = 4 No Success
Acid Damage: 1d4 ⇒ 3 Will bury Elven Shirt
"My shirt! Get it off! Get it off!"
| BR Zalarian |
Development
You stumble out from darkness over jagged stones. The echo of a thousand undead feet shakes the tunnel, covering the paladins’ shining armor in a thick layer of dust. They blink, squinting at the sudden light. The sun reaches down through the trees and gently brushes the dust from the awestruck paladins.
Chief Velkik emerges from the underbrush and raises a hand-carved statuette of a woman with feathery wings, her arms outstretched at her side: Sarenrae. “Sun say you help Crookedtoes tribe. We help you. Now you help us.” They seem skeptical. But the conversation is cut short as the first wave of undead arrives. A rotting hound pounces on the unluckiest of Chief Velkik’s guards. Rips off his head and swallows it in one gulp. Just the kind of challenge for real heroes like you.
Scenario Reward
Each character gets a new level 1 blessing (added to list below)
Characters may choose a bonus deck upgrade.
Adventure Reward
Each player may add to any of their Class Decks the promo spell Embiggen and/or the promo blessing The Real Rabbit Prince.
Acquired Cards
Note: An Outstanding Avenge may adjust and add more
Archer (Ally 0)
Bodyguard (Ally 1)
Cat (Ally 0)
Lookout (Ally 0)
Acolyte (Ally 0)
Giant Slug (Ally 1)
Frog (Ally 0)
Chain Mail (Armor 0)
Spiked Breastplate (Armor 0)
Magic Chain Shirt (Armor 1)
Helm (Armor 0)
Orison (Blessing 0)
Prayer (Blessing 0)
Torag's Power (Blessing 1)
Nethys's Duality (Blessing 1)
Calistria's Sting (Blessing 1)
5 Blessing 1's
Acid Flask (Item 0)
Codex (Item 0)
Luckstone (Item 0)
Locate Object (Spell 1)
Life Drain (Spell 1)
Confusion (Spell 0)
Sling (Weapon 0)
Shortbow (Weapon 0)
Glorious Warhammer (Weapon 1)
Weapon 001
Spell 110
Armor 0010
Item 000
Ally 0100010
Blessing 0011111111
Boon Roll
Roll 1d20 in the discussion thread for a chance to win boon; 20 wins. The reward can be assigned to any PFSACG character (even someone elses).
Tier Rewards
Each character gains 1 XP and 1 hero point.
Please post rolls, decisions, etc in discussion thread
| Grenek the Big Hero |
Kyra summons the trapped chest and fails
acid damage: 1d4 ⇒ 3
Grenek avenges by burying longspear
then for the trapped chest bury random card from discard to add fort skill (power feat),
Trapped chest DC 12 melee: 1d10 + 2 + 1d8 + 1 ⇒ (8) + 2 + (6) + 1 = 17
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.
Use botquartermaster
Longbow DC 7 dex: 2d6 ⇒ (4, 2) = 6 recharge luckstone to add 1. acquired
| Reepazo - Shnik |
Since I can encounter Kyra's original Chest after Grenek's game-winning one... Let's try it!
Jirelle recharges 1 BotG
Melee 14: 2d12 + 1d6 + 1 ⇒ (7, 11) + (1) + 1 = 20 => defeated
Summon and encounter a Weapon => Giantbane Greataxe
Ukuja recharges any Blessing
Melee 12: 2d12 + 1d6 + 1 ⇒ (6, 4) + (1) + 1 = 12 => acquired
If I misread and the group didn't have 2 Blessings left, not acquired, but I think that's all good.
| Kyra Core-EmpTyger |
Hero Point: Gaining Skill Feat: WIS+1
Upgrading Blessing B of the Gods into Blessing 1 of Gorum
Upgrading Item 0 Sage's Journal into Item B Pearl of Wisdom
"Sarenrae wants us be friends with other gods. Even Longshanks gods like Gorum! Seems wrong but Sarenrae knows best. Wisdom means never question Sarenrae!"
(paws at a shiny pearl)
"Sarenrae gives us lots of shiny treasures. Yay Sarenrae!"