wkover - Kess |
Hour - no effect.
SOT examine of Ruin from location effect: Attic Whisperer. Display White War Paint and Voidglass Armor
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.
Move to Ruin, encounter Whisperer.
Wis 4 BYA w/ paint: 1d4 + 1d8 ⇒ (1) + (1) = 2 - not an auspicious start (become Dazed)
Combat 13 w/ paint: 1d10 + 1d12 + 5 + 1d8 ⇒ (3) + (10) + 5 + (2) = 20 - ghoul defeated
Can't explore any more from Dazed scourge.
The steps and stones of a crumbling town give rise to a whirl of disorienting spirits. Kess flails about, driving the dark forms away. But the vertigo remains.
Hand: Dwarf Caiman, B of Green Faith, B of Gozreh, Mastiff, B of Green Faith 2, Crowbar,
Displayed: White War Paint, Voidglass Armor, Dazed condition,
Deck: 11 Discard: 0 Buried: 0
Notes:
Melee: Strength +3
Dexterity d6 []+1 []+2 []+3
Acrobatics: Dexterity +1
Con d8 []+1 []+2 []+3
Fortitude: Constitution +1
Intelligence d6 []+1 []+2
Wisdom d4 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6
Proficient with: Nothing
Powers:
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Hero Points: 1
Lini Core |
The hour is Abadar's Law, and Lini looks out from her perch.
Examine top card of Shrine: Urgathoa's Gluttony. Will cast Charm animal to draw rando animal: Porcupine! Will also display Aspect of the Bat. Will move to Shrine and encounter the blessing. Location adds 2.
Divine 5 + # = 8: 1d10 + 3 + 2 ⇒ (6) + 3 + 2 = 11 Acquired!
Discard Porky to explore card 2, using aspect to examine it first: Summoning Trap. Put under the top card and encounter it instead: Restorative Touch. Location adds 2, and discard my new blessing.
Divine 8: 2d10 + 3 + 2 ⇒ (1, 1) + 3 + 2 = 7
Use shirt re-roll on a d10
Divine 8: 1d10 + 1 + 3 + 2 ⇒ (6) + 1 + 3 + 2 = 12 Acquired!
Discard my porcupine to explore next card: Summoning Trap again, use Aspect to put it under and encounter the next card: Sarenrae's Light. Location adds 2.
Divine 4 + # = 7: 1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Acquired!
Discard frog to explore next card: Summoning Trap again, use Aspect to put it under and encounter the next card: Unseen Sentinel. Use Cloud Puff to ignore BYA. Recharge Dino for combat power.
Combat 11: 1d10 + 5 + 2d4 + 2 ⇒ (1) + 5 + (4, 2) + 2 = 14 Defeated!
End turn. Recovery.
Divine 10: 1d10 + 3 + 1d4 + 2 ⇒ (5) + 3 + (2) + 2 = 12 Aspect of the Bat recharged.
Survival 5: 1d10 + 5 ⇒ (7) + 5 = 12 Cloud Puff Auto-recharged.
Reset hand, drawing 4
Hand: Restorative Touch, BURST BONDS (CORE), WINTERVINE, ANGELSTEP, Sarenrae's Light, MILANI,
Displayed:
Deck: 10 Discard: 4 Buried: 1
Current Location: Shrine
Hero Points: 1
NOTES:
Available Support: BB adds d8 against or evasion/free explore of an Obstacle/Trap, Wintervine blesses local Percep/Survival, Angelstep Heals, Milani bless x2 Wis/Dex non-combat, Sarenrae's Light locally heals a card, Restorative Touch heals and removes scourges.
Other: Shirt reroll used, Static d4 on local animal checks
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Perception: Wisdom +2
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Animal Ally
Hand Size: 5 ☑ 6
Proficiencies:
Divine
POWERS:
For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
On a local check that invokes the Animal trait, add 1d4
Cards 1, 3, 4, 5 cleared from shrine. 2 is still on top and is known: Summoning Trap, barrier 3.
MorkXII - Cogsnap 1011 |
"I still don't understand why we're trying to find this supposed dragon," Cogsnap opines. "Wouldn't it be easier to just move the town farther away?" The grioths were bad enough, but these other monsters, humanoid or not, sound terrifying. A naga?? But despite the complaining, Cogsnap isn't sure if staying behind would be safer than continuing on with the others. He hurries to catch up with Lini.
Hour: No effect.
Move to Shrine.
Explore Shrine 2: Summoning Trap.
Asking Kess for BotGreenFaith, tossing an acid Flask for +2d4.
Arcane 13: 1d10 + 3 + 1d10 + 2d4 ⇒ (5) + 3 + (5) + (1, 2) = 16 Defeated.
Discard Blessing of Nethys to examine top 2, reorder, then explore.
Shrine 6: Lamashtu's Madness
Shrine 7: Ambush Triggered encounter.
Pausing to see if Reiko can materialize.
Reiko - Chthonicthul |
Reiko materializes!
Stealth 11 to defeat Ambush: 1d10 + 5 ⇒ (10) + 5 = 15 Boom! I ain't afraid of no ambush.
MorkXII - Cogsnap 1011 |
Explore: Lamashtu's Madness
Arcane 5+#=8: 1d10 + 3 ⇒ (9) + 3 = 12 Acquired.
Discard BotElments to explore Shrine 8: Cryptic Message
Int 10: 1d10 + 2 ⇒ (9) + 2 = 11 Defeated.
Examine top two cards and reorder:
Shrine 9: Lunar Naga
Shrine 10: Troll
They can stay like that.
Recovery:
Acid Flask Craft 6: 1d10 + 4 ⇒ (4) + 4 = 8 Recharged.
Reset: Draw up to 6
Skills and Powers:Hand: Stone Skin, Liquid Ice, Anesthetizing Slime, Stained Glass Elemental, Blessing of the Elements, Lamashtu's MadnessSkills STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5
Displayed: Acid Flask
Deck: 10 Discard: 2 Buried: 0
Hero Points: 2 Shirt Reroll Available (3A): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).Stone Skin:Stone Skin
Spell 1Traits
Magic
Arcane
DivinePowers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.Blessing of the Elements:Blessing of the Elements
Blessing BTraits
BasicPowers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
BR Updates - SirRogue |
During This Adventure:
During This Scenario: TDD-3A The Monastery of Saint Kyerixus
Additional Rules:
1-Library
1-Ruin
1-Shrine
2-Tower
3-Oubliette
4-Castle
5-Repository
6-Cathedral
THREAT LIST:
SETUP:
Core Story Bane 2
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.
Core Story Bane 1
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Story Bane
Traits: Magic Obstacle
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
Danger:
Story Bane
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Scenario Level (#): 1
Turn: 4, Reiko/Cthonicthul
Monsters
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Core
Monster 0
Traits:
Undead
Zombie
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Barriers
Core
Barrier 0
Traits:
Obstacle
Trap
To Defeat:
Dexterity
Acrobatics 6
OR Wisdom
Perception 8
If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
If defeated, you may explore.
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Strength
Dexterity
Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Core
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Weapons
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Weapon 1
Traits:
2-Handed
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.
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.
Spells
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Acid
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
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.
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armors
Core
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 4
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 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.
Items
Core
Item 3
Traits:
Magic
Object To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Core
Item 3
Traits:
Magic
Wand To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
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.
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.
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.
Allies
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Fortitude
Survival 5
On a local check against an Animal monster, recharge to add 1d8.
Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Ally 1
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Perception
Survival 4
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Core
Ally 0
Traits:
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.
Blessings
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
Blessing 0
Traits:
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.
Core
Blessing 0
Traits:
Divine
When this is the hour: No effect. To Acquire:
Wisdom
Divine 2
On a local check, discard to bless.
If the hour's level is 0, you may recharge instead.
Discard to explore.
Core
Blessing 1
Traits:
Deity: Gozreh
Divine
When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
Wisdom
Divine
Survival 4+#
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Core
Blessing 3
Traits:
Deity: Desna
Divine
When this is the hour: When you play a blessing, you may give a card to any character. To Acquire:
Wisdom
Divine
Perception 8
On any check, freely discard to reroll.
Discard to move, then explore.
Hour Power: If you are at a Wild location, you may discard a card to explore.
Top of Blessing Discard Pile:
Core
Blessing 1
Traits:
Deity: Erastil
Divine
When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
Dexterity
Divine
Survival 4+#
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessings Remaining: 26
Blessings Deck
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.
Desna's Freedom
Core
Blessing 1
Traits:
Deity: Desna
Divine
When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
WisdomDivinePerception 4+#
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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.
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.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4. To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
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.
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.
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it. To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
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.
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead. To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
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.
Location #1: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Mental To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
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.
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore. To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Core
Item 3
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess/wkover, None
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
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
Story Bane 1
Traits:
Druid
Human
To Defeat:
Combat 11+##
OR Diplomacy
Survival 6+#
Immune to Animal and Plant.
Before acting, a random local character summons and encounters a monster.
Core
Item 2
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
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.
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.
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.
Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Cogsnap/MorkXII, Lini/eddiephlash, None
Core
Story Bane 3
Traits:
Aberration
Naga
To Defeat:
Combat 19
OR Diplomacy 10
Before acting, each local character must succeed at a Wisdom or Charisma 6 check or they may play only 1 card on the check to defeat.
If undefeated, suffer 1d4 Poison damage and the scourges Dazed and Poisoned.
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Location #4: Tower
Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
When Closing: Succeed at a Wisdom or Perception 4+# check.
When Permanently Closed: You may examine the top card of a distant location.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Reiko/Cthonicthul, None
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
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
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
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
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Location #5: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
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
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Monster 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.
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Core
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.
Location #6: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Weapon 0
Traits:
Axe
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Core
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
Story Bane 0
Traits:
Alchemist
Human
To Defeat:
Combat 11+##
OR Craft
Diplomacy 6+#
Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.
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.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Core
Ally 3
Traits:
Genie
Outsider To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
wkover - Kess |
On Cog's turn, recharging BoGF2
Hand: Dwarf Caiman, B of Green Faith, B of Gozreh, Mastiff, Crowbar,
Displayed: White War Paint, Voidglass Armor, Dazed condition,
Deck: 12 Discard: 0 Buried: 0
Notes:
Melee: Strength +3
Dexterity d6 []+1 []+2 []+3
Acrobatics: Dexterity +1
Con d8 []+1 []+2 []+3
Fortitude: Constitution +1
Intelligence d6 []+1 []+2
Wisdom d4 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6
Proficient with: Nothing
Powers:
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Hero Points: 1
Reiko - Chthonicthul |
Turn 4: Reiko/Erastil's Eye (If you are at a Wild location, you may discard a card to explore.)
Explore Tower Card #1: Venomous Dagger
Stealth 11 to acquire Venomous Dagger: 1d10 + 5 ⇒ (1) + 5 = 6 Failure; banished.
Reiko checks her weapons on the way to the monastery. The balance of one of her daggers is off; she simply tosses it aside.
Reset hand and end turn, discarding Rochin as free discard.
Hand: Quartermaster, Blowgun, Galvanic Chakram +1, Blessing of the Quartermaster 1, Staff of Minor Healing,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Blessing as needed. Shirt re-roll is no longer available.
Sideboard cards:
Dexterity d10 [X ]+1 [X ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity+2
Stealth: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card Type: Card that has the poison trait or weapon
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
Card Feat: Spell
Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861
Recharge Staff of MInor Healing to heal card
Card healed: 1d2 ⇒ 2 Rochin
Hand: Quartermaster, Blowgun, Galvanic Chakram +1, Blessing of the Quartermaster 1,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Blessing as needed. Shirt re-roll is no longer available.
Sideboard cards:
Dexterity d10 [X ]+1 [X ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity+2
Stealth: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card Type: Card that has the poison trait or weapon
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
Card Feat: Spell
Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861
wkover - Kess |
Hour = prayer; no effect.
Display Mastiff to draw 2 cards: Porcupine, Wolfhide Armor. I'm going to try to close the shrine and beat the rift and see what happens. Apologies in advance if this doesn't work!
Move to Shrine and explore, encounter Naga.
For Naga check, using Cogsnap's Lamashtu's Madness blessing - adds 2 dice.
Combat 19 w/ blessing: 1d10 + 1d12 + 5 + 2d10 ⇒ (1) + (2) + 5 + (8, 2) = 18 - using mat reroll on 1st d10
Combat 19: 1d10 + 17 ⇒ (5) + 17 = 22 - naga defeated, but nothing to heal
Now to close.
Wis 8 w/ my B of Gozreh: 3d4 ⇒ (1, 3, 1) = 5
Using final hero point to reroll dice.
Wis 8 w/ my B of Gozreh: 3d4 ⇒ (4, 4, 4) = 12 - location closed!; draw blessing per location effect = 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.
Now need to face Mummy and Planar Rift.
Combat 20 (14+6) vs. mummy w/ recharged Porcupine (for power), War Paint: 1d10 + 1d12 + 5 + 1d4 + 1d8 ⇒ (6) + (10) + 5 + (3) + (1) = 25 - mummy defeated, heal Gozreh
Now for Planar Rift.
Combat 23 (11+6+6) w/ recharged Porcupine (my power), my remaining BoGF: 1d10 + 1d12 + 5 + 1d4 + 1d10 ⇒ (10) + (5) + 5 + (1) + (5) = 26 - success!
Burying Orison, so 2 counters removed from Planar Rift. Don't heal, since Rift isn't a monster. Mastiff discards in recovery. Shuffle hand into deck (removes Dazed scourge), then draw up.
Hand: B of Achaekek, Mattock, Topaz of Strength, Crocodile Skin Madu, Wolfhide Armor, Fire Gecko,
Displayed: White War Paint, Voidglass Armor
Deck: 7 Discard: 2 Buried: 1
Notes:
Melee: Strength +3
Dexterity d6 []+1 []+2 []+3
Acrobatics: Dexterity +1
Con d8 []+1 []+2 []+3
Fortitude: Constitution +1
Intelligence d6 []+1 []+2
Wisdom d4 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6
Proficient with: Nothing
Powers:
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Hero Points: 0
Shrine is closed. 2 counters removed from Rift. Used Cog's Lamashtu blessing. I'm not sure where in that process we all had to move, but I'll move to Tower after Shrine disappears for scouting purposes.
wkover - Kess |
@BR - Per note in hangouts: After doing some research, I don't think I had a hero point to spend. So my turn ended as soon as I failed to close the Shrine.
Turn summary: Naga defeated, Shrine not closed, and everyone but Reiko is still at the Shrine. My hand is the same, since I had to shuffle in and redraw due to Dazed condition. Except I didn't spend BoGF and I didn't heal Gozreh.
Hand: B of Achaekek, Mattock, Topaz of Strength, Crocodile Skin Madu, Wolfhide Armor, Fire Gecko,
Displayed: White War Paint, Voidglass Armor
Deck: 7 Discard: 2 Buried: 0
Notes:
Melee: Strength +3
Dexterity d6 []+1 []+2 []+3
Acrobatics: Dexterity +1
Con d8 []+1 []+2 []+3
Fortitude: Constitution +1
Intelligence d6 []+1 []+2
Wisdom d4 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6
Proficient with: Nothing
Powers:
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Hero Points: 0
Lini Core |
Start turn. Hour is Desna's Freedom. First Blessing may be played freely. Move to Tower. Explore top card: Exploding Runes. Cast Burst Bonds to evade and explore again.
Random explore: 1d9 + 1 ⇒ (6) + 1 = 7 Poison Gas
No real hope of succeeding, so take the 0. Tower is Poisoned, so so are Reiko and Lini. "Each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Drop milani on my con check."
Con 8 + # = 11: 2d8 ⇒ (6, 6) = 12 Success!
Recharge Sarenae's Light to heal Reiko 1 card. Use Angelstep to heal self 1d4 + 1 ⇒ (3) + 1 = 4 cards: (Urgathoa's Gluttony, MILANI, PORCUPINE (CORE), FROG (CORE)).
End turn. Recovery.
Divine 7: 1d10 + 3 ⇒ (2) + 3 = 5 Discarded
Reset hand, revealing wintervine, drawing 5, and recharging 1: ASPECT OF THE FROG
Hand: STONE AXE +1, Restorative Touch, CURE, BESTIAL RAGS, WINTERVINE, FROG (CORE),
Displayed:
Deck: 11 Discard: 2 Buried: 2
Current Location: Tower
Hero Points: 1 // Lini has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Wintervine blesses local Percep/Survival, Cure heals, Restorative Touch heals and removes scourges.
Other: Shirt reroll used, Static d4 on local animal checks
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Perception: Wisdom +2
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Animal Ally
Hand Size: 5 ☑ 6
Proficiencies:
Divine
POWERS:
For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
On a local check that invokes the Animal trait, add 1d4
BR Updates - SirRogue |
During This Adventure:
During This Scenario: TDD-3A The Monastery of Saint Kyerixus
Additional Rules: MARKS ON PLANAR RIFT: 6 4[B]
[B]DISPLAYED NEXT TO SCENARIO:
LUNAR NAGA
1-Library
1-Ruin
1-Shrine
2-Tower
3-Oubliette
4-Castle
5-Repository
6-Cathedral
THREAT LIST:
SETUP:
Core Story Bane 2
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.
Core Story Bane 1
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Story Bane
Traits: Magic Obstacle
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
Danger:
Story Bane
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Scenario Level (#): 1
Turn: 7, Cogsnap/MorkXII
Monsters
Core
Monster 0
Traits:
Goblin
To Defeat:
Combat 9
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Core
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 11
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Barriers
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Core
Barrier 1
Traits:
Obstacle
To Defeat:
Strength
Survival 6
OR Constitution
Fortitude 8
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Barrier 1
Traits:
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.
Weapons
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
2-Handed
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 4
For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
Discard to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 1
Traits:
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.
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 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.
Spells
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 2
Traits:
Divine
Magic
Animal To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 0
Traits:
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
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 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may discard to reduce it to 0.
* You may discard to remove 1 of your scourges.
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.
Items
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.
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Core
Item 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:
Magic
Object To Acquire:
Wisdom
Survival 6
On your check, after the roll, recharge to add 1.
On your check, bury to reroll.
Core
Item 1
Traits:
Magic
Object To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Allies
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Arcane
Survival 5
On a local check against a spell, recharge to add 1d4.
Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
Core
Ally 0
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 5
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Core
Ally 1
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Core
Ally 1
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 6
On a local Strength or Constitution check, recharge to add 1d4.
Discard to explore. This exploration, on your checks against story banes, add 1d4.
Core
Ally 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
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card. To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
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 3
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead. To Acquire:
Constitution
Divine
Fortitude 8
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
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.
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:
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: 23
Blessings Deck
Abadar's Law
Core
Blessing 1
Traits:
Deity: Abadar
Divine
When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
Diplomacy
Disable
Divine 4+#
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Iomedae's Justice
Core
Blessing 1
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
Charisma
Diplomacy
Divine 4+#
On another character's check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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.
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.
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4. To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
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.
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.
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it. To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
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.
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead. To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
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.
Location #1: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 7
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Mental To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
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.
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore. To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Core
Item 3
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kess/wkover, None
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
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
Story Bane 1
Traits:
Druid
Human
To Defeat:
Combat 11+##
OR Diplomacy
Survival 6+#
Immune to Animal and Plant.
Before acting, a random local character summons and encounters a monster.
Core
Item 2
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
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.
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.
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.
Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Cogsnap/MorkXII, None
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Location #4: Tower
Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
When Closing: Succeed at a Wisdom or Perception 4+# check.
When Permanently Closed: You may examine the top card of a distant location.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Reiko/Cthonicthul, Lini/eddiephlash, POISONED
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
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
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
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Location #5: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
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
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Monster 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.
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Core
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.
Location #6: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Weapon 0
Traits:
Axe
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Core
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
Story Bane 0
Traits:
Alchemist
Human
To Defeat:
Combat 11+##
OR Craft
Diplomacy 6+#
Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.
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.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Core
Ally 3
Traits:
Genie
Outsider To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
MorkXII - Cogsnap 1011 |
Off-turn: Discard Lamashtu's Madness for Kess.
Hour: No effect.
Move to Library.
Explore Library 1: Knock
Arcane 7: 1d10 + 3 + 1d6 ⇒ (1) + 3 + (3) = 7 Acquired.
Discard Blessing of the Elements to explore Library 2: Confusion
Arcane 6: 1d10 + 3 + 1d6 ⇒ (6) + 3 + (6) = 15 Acquired.
Reset:
Discard Confusion.
Draw up to 6.
Next turn:
Display Alchemist's Kit.
Skills and Powers:Hand: Knock, Stone Skin, Liquid Ice, Anesthetizing Slime, Stained Glass ElementalSkills STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5
Displayed: Alchemist's Kit
Deck: 10 Discard: 5 Buried: 0
Hero Points: 3 Shirt Reroll Available (3A): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).Stone Skin:Stone Skin
Spell 1Traits
Magic
Arcane
DivinePowers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.Alchemist's Kit:Alchemist's Kit
Item 1Traits
Tool
AlchemicalPowers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Reiko - Chthonicthul |
Off-turn Poison damage: 1d4 ⇒ 1
Discard Blowgun for damage.
Lini's heal gets rid of the Poisoned state, right? Thanks for that.
Turn 8: Reiko/Abadar's Law (On your check to close or to guard, add 1d4.)
SOT: Examine top card of Oubliette: Throwing Axe
Explore Tower Card #1: The Wind and the Waves. Bummer, will automatically fail; Banished
Discard Quartermaster to explore Tower Card #2: Exploding Runes
Even using my Blessing, I'd fail that. Evade.
Reset hand and end turn.
Hand: Double Chicken Saber +1, Delve, Galvanic Chakram +1, Blessing of the Quartermaster 1, Compass,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: Blessing as needed. Shirt re-roll is no longer available.
Sideboard cards:
Dexterity d10 [X ]+1 [X ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity+2
Stealth: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card Type: Card that has the poison trait or weapon
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
Card Feat: Spell
Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861
wkover - Kess |
Iomedae's Justice
When this is the hour: On your check against an Outsider card, add 1d4.
Stay @ the Shrine to take out the Troll. Reveal Wolfhide Armor to block BYA combat damage.
Combat 14 (8+6) w/ revealed Gecko (fire trait): 1d10 + 1d12 + 5 + 1d4 ⇒ (3) + (12) + 5 + (3) = 23
Combat 16 (10+6) w/ revealed Gecko, recharged Madu: 1d10 + 1d12 + 5 + 2d4 ⇒ (5) + (5) + 5 + (2, 3) = 20
Troll defeated. Healed card: Mastiff. Can't pass closing check, but Shrine is now empty of cards for those who can. :) Recharging Wolfhide Armor before resetting.
The regenerative beast defiling the sanctum has driven the locals from the countryside. Noting an opportunity for exercise and goodwill, Kess blankets the shrine in fire, cleansing the structure of its crude denizen.
Hand: B of Achaekek, Mattock, Topaz of Strength, B of Green Faith 2, Mastiff, Fire Gecko,
Displayed: White War Paint, Voidglass Armor,
Deck: 8 Discard: 1 Buried: 0
Notes:
Melee: Strength +3
Dexterity d6 []+1 []+2 []+3
Acrobatics: Dexterity +1
Con d8 []+1 []+2 []+3
Fortitude: Constitution +1
Intelligence d6 []+1 []+2
Wisdom d4 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6
Proficient with: Nothing
Powers:
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Hero Points: 0
Lini Core |
Lini's heal gets rid of the Poisoned state, right? Thanks for that.
Either/Or. It was just a straight "heal one card" but the poisoned scourge says "When you would heal any number of cards, you may remove this scourge instead." But ending your turn at the Tower (which is marked as poisoned) would cause you to re-suffer the scourge, so you might as well use it for the heal since you stayed.
Lini, still feeling a bit sick from the poison she and Reiko experienced, takes a look out from the top of the tower towards the Library.
Start turn, hour is Nethys's Duality. Examine top of Library: Perplexing Text.
Given Reiko spotted some dangerous some dangerous runes earlier, and not really being in the reading mood, Lini heads off towards the Castle.
Explore castle 1: Magic Full Plate
Con 11: 1d8 ⇒ 2 Auto-fail
Discard Frog to explore card 2: Harpy. Before acting, each character attempts a Wisdom 6 check
Wis 6: 1d10 + 2 ⇒ (4) + 2 = 6 [i] Success!
For combat, use Stone Axe.
Combat 10: 1d10 + 5 + 1d6 + 1 ⇒ (2) + 5 + (2) + 1 = 10 Defeated!
A bird woman screaches a bit, but Lini quiets her down with her axe.
Cast Restorative touch to heal 2: Frog and Burst Bonds, and remove Poisoned scourge.
End turn. Recovery.
Divine 10: 1d10 + 3 + 1d4 ⇒ (3) + 3 + (1) = 7 Discarded! Thanks Nethys' Duality...
Reset hand, revealing wintervine, and drawing 3
Hand: STONE AXE +1, CURE, BESTIAL RAGS, WINTERVINE, WOLVERINE (CURSE), GREEN FAITH, PORCUPINE (CORE),
Displayed:
Deck: 10 Discard: 2 Buried: 2
Current Location: Castle
Hero Points: 1
NOTES:
Available Support: Wintervine blesses local Percep/Survival, Cure heals, Porky adds d8 vs local animal monsters.
Other: Shirt reroll used, Static d4 on local animal checks
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Perception: Wisdom +2
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Animal Ally
Hand Size: 5 ☑ 6
Proficiencies:
Divine
POWERS:
For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
On a local check that invokes the Animal trait, add 1d4
wkover - Kess |
On Lini's turn: Auto-fail Harpy BYA check and move to Castle.
BR Updates - SirRogue |
Cogsnap and Reiko still need to make Wisdom 6 or are moved to the Castle.
During This Adventure:
During This Scenario: TDD-3A The Monastery of Saint Kyerixus
Additional Rules: MARKS ON PLANAR RIFT: 6 4[B]
[B]DISPLAYED NEXT TO SCENARIO:
LUNAR NAGA
1-Library
1-Ruin
1-Shrine
2-Tower
3-Oubliette
4-Castle
5-Repository
6-Cathedral
THREAT LIST:
SETUP:
Core Story Bane 2
Traits: Mummy Undead Veteran
To Defeat: Combat 14+##
Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded.
Core Story Bane 1
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Story Bane
Traits: Magic Obstacle
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.
Danger:
Story Bane
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Scenario Level (#): 1
Turn: 11, Cogsnap/MorkXII
Monsters
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
Core
Monster 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 1
Traits:
Cleric
Undead
To Defeat:
Combat 11+##
OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Barriers
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Weapons
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 3
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 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 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Spells
Core
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Divine
Magic
Poison To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Attack
Divine
Healing
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Attack
Force
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4.
On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 0
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Items
Core
Item 0
Traits:
Object To Acquire:
Wisdom
Perception 6
On your Perception check, reveal to add 1d6.
Discard to examine the top 2 cards of your location and return them in any order.
Core
Item 0
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4
Banish to heal a local character 1d4+1 cards.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Core
Item 1
Traits:
Magic
Object To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
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.
Allies
Core
Ally 0
Traits:
Human
Soldier To Acquire:
Charisma
Diplomacy
Melee 4
On a local Strength or Melee check, recharge to add 1d4.
Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Fortitude
Survival 4
When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Ally 2
Traits:
Aristocrat
Human To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Core
Ally 0
Traits:
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
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Core
Blessing 0
Traits:
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 3
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire:
Charisma
Diplomacy
Divine 8
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card. To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Hour Power: No effect.
Top of Blessing Discard Pile:
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: 19
Blessings Deck
Blackfingers
Core
Blessing 3
Traits:
Deity: Norgorber
Divine
When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4. To Acquire:
Craft
Divine
Stealth 8
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
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.
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.
The Eternal Rose
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it. To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Old Deadeye
Core
Blessing 3
Traits:
Deity: Erastil
Divine
When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire:
Dexterity
Divine
Survival 8
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
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.
The All-seeing Eye
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead. To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Cayden Cailean's Revelry
Core
Blessing 1
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
Charisma
Divine
Fortitude 4+#
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
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.
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.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
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.
Location #1: Library
Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Cogsnap/MorkXII, None
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Item 0
Traits:
Alchemical
Attack
Liquid
Poison To Acquire:
Intelligence
Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
Core
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.
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore. To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
Animal
Veteran
To Defeat:
Combat 11+##
OR Survival 6+#
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Core
Item 3
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Core
Monster 1
Traits:
Swarm
Vermin
Trigger
To Defeat:
Combat 10
OR Constitution
Fortitude 6
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 4
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
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
Story Bane 1
Traits:
Druid
Human
To Defeat:
Combat 11+##
OR Diplomacy
Survival 6+#
Immune to Animal and Plant.
Before acting, a random local character summons and encounters a monster.
Core
Item 2
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Core
Weapon 0
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 5
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
If proficient, on another character's combat check, freely discard to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
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.
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.
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.
Location #3: Shrine
Sacred
Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Location #4: Tower
Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
When Closing: Succeed at a Wisdom or Perception 4+# check.
When Permanently Closed: You may examine the top card of a distant location.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Reiko/Cthonicthul, POISONED
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
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Core
Monster 0
Traits:
Animal
To Defeat:
Combat 13
OR Perception 6
If proficient with armors, add 1d6 to the combat check.
Damage is increased by 1d4.
Core
Blessing 1
Traits:
Deity: Calistria
Divine
When this is the hour: You may avenge by discarding a card. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Core
Spell 1
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Monster 3
Traits:
Ghoul
Undead
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
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 #5: Oubliette
Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Monster 1
Traits:
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
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Monster 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.
Core
Barrier 1
Traits:
Obstacle
Plant
To Defeat:
Wisdom
Perception 8
OR Stealth
Survival 6
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Core
Blessing 1
Traits:
Deity: Torag
Divine
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
Strength
Divine 4+#
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Core
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.
Location #6: Castle
Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Kess/wkover, Lini/eddiephlash, None
Core
Weapon 0
Traits:
Axe
Melee To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.
Core
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
Story Bane 0
Traits:
Alchemist
Human
To Defeat:
Combat 11+##
OR Craft
Diplomacy 6+#
Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.
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.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Core
Ally 3
Traits:
Genie
Outsider To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
MorkXII - Cogsnap 1011 |
Off-turn:
Wisdom 6: 1d6 ⇒ 4 Move to Castle.
Hour: Incitation/0/No effect.
Move to Shrine.
Cogsnap is not ashamed to admit that he ran away from the Shrine to get away from that snake-thing and that filthy troll. But now that Kess has punched them both and they're gone, he is intrigued by that rift he spotted there. Yes, it should be closed, but it is so interesting! He heads back to the shrine.
Close Shrine
Ask Lini to recharge BotGreenFaith
Wisdom 5+#=8: 1d6 + 1d6 ⇒ (3) + (6) = 9 Closed! Perfect, I didn't even have to use my Stained Glass Elemental.
Draw a new blessing: Norgorber's Shadow
Move to Library.
End of turn:
Encounter Planar Rift.
Banish (to recovery) Anesthetizing Slime to ignore BA Mummy summon.
Toss a Liquid Ice, discard Stone Skin to add Craft, +d6 for char power (ranged alchemical). Asking Kess to recharge BotGreen Faith.
Combat 11+##+5=22: 1d8 + 1 + 2d8 + 1d10 + 4 + 1d6 + 1d8 ⇒ (1) + 1 + (1, 5) + (3) + 4 + (6) + (1) = 22 Defeated
Banish Knock (Arcane card). Two tokens removed from Planar Rift.
A Mummy! A mummy tried to come through the rift! Cogsnap threw his pet slime at the monster, and luckily it knocked it backwards so that it could not get through the rift. No more studying, we need to close this!
Recovery:
Stone Skin (from Liquid Ice) Craft 13: 1d10 + 4 ⇒ (9) + 4 = 13 Recharged.
Liquid Ice Craft 13: 1d10 + 4 ⇒ (1) + 4 = 5 Discarded.
Anesthetizing Slime discarded.
Reset:
Draw up to 6.
Next turn:
Recharge Staff of Minor Healing to heal: Blessing of Nethys
Skills and Powers:Hand: Galvanic Chakram +1, Brilliance, Clockwork Servant, Stained Glass Elemental, Norgorber's ShadowSkills STRENGTH d6
DEXTERITY d8
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 to you Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5
Displayed: Alchemist's Kit
Deck: 9 Discard: 6 Buried: 0
Hero Points: 3 Shirt Reroll Available (3A): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).Brilliance:Brilliance
Spell BTraits
Magic
Arcane
Divine
BasicPowers
Display this card next to a character's deck. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.Clockwork Servant:Clockwork Servant
Ally 1Traits
ConstructPowers
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.Norgorber's Shadow:Norgorber's Shadow
Blessing 2Traits
Norgorber
DivineChecks
Dexterity
Divine
Stealth
5+#Powers
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.Alchemist's Kit:Alchemist's Kit
Item 1Traits
Tool
AlchemicalPowers
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
wkover - Kess |
On Cogsnap's turn: Recharging BoGF2.
Hand: B of Achaekek, Mattock, Topaz of Strength, Mastiff, Fire Gecko,
Displayed: White War Paint, Voidglass Armor,
Deck: 9 Discard: 1 Buried: 0
Notes:
Melee: Strength +3
Dexterity d6 []+1 []+2 []+3
Acrobatics: Dexterity +1
Con d8 []+1 []+2 []+3
Fortitude: Constitution +1
Intelligence d6 []+1 []+2
Wisdom d4 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6
Proficient with: Nothing
Powers:
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Hero Points: 0
Lini Core |
Cog using up all the Green faiths!
Hand: STONE AXE +1, CURE, BESTIAL RAGS, WINTERVINE, WOLVERINE (CURSE), PORCUPINE (CORE),
Displayed:
Deck: 11 Discard: 2 Buried: 2
Hero Points: 1
NOTES:
Available Support: Wintervine blesses local Percep/Survival, Cure heals, Porky adds d8 vs local animal monsters.
Movement: Current: Castle. Send to tower if closed.
Other: Shirt reroll used, Static d4 on local animal checks
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Perception: Wisdom +2
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Animal Ally
Hand Size: 5 ☑ 6
Proficiencies:
Divine
POWERS:
For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
On a local check that invokes the Animal trait, add 1d4
Reiko - Chthonicthul |
Off-turn Wisdom 6 or be moved to the Castle: 1d6 ⇒ 2 Move to Castle
I wasn't paying attention on the Poisoned, which is my bad. So, Reiko had been healed for a card instead of removing scourge.
Heal Materialize or Blowgun?: 1d2 ⇒ 2 Blowgun
After reset, recharge a random card: 1d5 ⇒ 5 Compass
Turn 11: Reiko/Blackfingers (On your check that invokes the Alchemical or Poison trait, add 1d4.)
I guess I will embrace my mistake, since it doesn't make a difference now. Move back to Tower[/B]
Explore Tower Card #1: Bodyguard
Charisma 6 to acquire Bodyguard: 1d8 ⇒ 7 Acquired!
As she moves through the shadows back to the tower, Reiko grabs one of town guards and motions for him to follow her. When they get to the tower, she motions for him to keep watch and she begins to scale the wall.
Discard Bodyguard to explore Tower Card #2: Exploding Runes. Can't hit it, so evade
There are a number of sigils scrawled on the outside of the tower; Reiko wisely shifts her position several yards to the left and continues to climb.
Discard Delve to draw Compass.
Discard Compass to explore next Tower card.
Next Tower card: 1d6 ⇒ 5 Ghast
Constitution 6 for BYA: 1d6 ⇒ 3 Failed; take on Exhausted
Combat 19 to defeat Ghast, discarding Galvanic Chakram +1: 1d10 + 4 + 1d8 + 1 + 1d6 ⇒ (4) + 4 + (6) + 1 + (1) = 16 Failure; wipe hand for damage and display Dazed
The ninja slides through an open window. She sees a flash of sickly green light, and the next moment she is lying on the cold stone floor, murmuring in pain. What WAS that?
Reset hand and end turn.
Hand: Gem of Physical Prowess, Burglar's Buckler, Staff of Minor Healing, Daggermark Poisoner, Blessing of the Quartermaster 2,
Displayed: Poisoned, Exhausted, Dazed,
Deck: 4 Discard: 8 Buried: 0
Notes: Blessing as needed. Shirt re-roll is no longer available.
Sideboard cards:
Dexterity d10 [X ]+1 [X ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity+2
Stealth: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card Type: Card that has the poison trait or weapon
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
Card Feat: Spell
Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861
Recharge random card for Poisoned: 1d5 ⇒ 1 Gem of Physical Prowess
Hand: Burglar's Buckler, Staff of Minor Healing, Daggermark Poisoner, Blessing of the Quartermaster 2,
Displayed: Poisoned, Exhausted, Dazed,
Deck: 5 Discard: 8 Buried: 0
Notes: Blessing as needed. Shirt re-roll is no longer available.
Sideboard cards:
Dexterity d10 [X ]+1 [X ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity+2
Stealth: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card Type: Card that has the poison trait or weapon
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
Card Feat: Spell
Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861
wkover - Kess |
Hour is Incitation: No effect. Move to Oubliette and explore, encounter a throwing axe; axe is auto-acquired. Display Mastiff to draw 2 cards: Verdant Rager and B of Green Faith. Discard Rager to explore, encounter Grioth - henchman!
Combat 16 (10+6) w/ revealed Gecko, Rager bonus: 1d10 + 1d12 + 5 + 1d4 + 1d6 ⇒ (8) + (7) + 5 + (3) + (5) = 28 - defeated
Card healed: B of Gozreh. Now for closing check. Using Reiko's BotQ, which recharges.
Fort 8 (5+3) to close w/ recharged Topaz, blessing: 2d10 ⇒ (8, 10) = 18 - Oubliette closed, which heals Rager ally
Move to Castle, at end of turn encounter Mummy and Planar Rift.
Combat 20 (14+6) w/ revealed Gecko, war paint, fire bonus: 1d10 + 1d12 + 5 + 1d4 + 1d8 + 4 ⇒ (10) + (12) + 5 + (1) + (6) + 4 = 38 - mummy immolated
Now for planar rift.
Combat 21 (11+6+4) w/ revealed Gecko, my Achaekek: 1d10 + 1d12 + 5 + 1d4 + 2d10 ⇒ (3) + (1) + 5 + (3) + (2, 8) = 22 - whew!
Bury BoGF to remove two counters from rift. Discard Axe before resetting hand. Mastiff discards in recovery.
In a whirlwind of successive altercations with potentially dire consequences, Kess pushes a beast and its undead guardian into a dark portal - sealing it for good.
Hand: Porcupine, Mattock, Topaz of Strength, Crowbar, Crocodile Skin Madu, Fire Gecko,
Displayed: White War Paint, Voidglass Armor,
Deck: 6 Discard: 3 Buried: 1
Notes: Porc adds 1d8 to defeat local animal monster.
Melee: Strength +3
Dexterity d6 []+1 []+2 []+3
Acrobatics: Dexterity +1
Con d8 []+1 []+2 []+3
Fortitude: Constitution +1
Intelligence d6 []+1 []+2
Wisdom d4 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6
Proficient with: Nothing
Powers:
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Hero Points: 0
Oubliette closed. Planar Rift loses 2 more counters. Reiko's blessing used.
Lini Core |
Hour is Desna's Freedom. On each check, the first blessing played to bless may be played freely.
Lini's animal friends are acting weird, and she gets the feeling that her friends need help. Reiko!
Move to Tower. Cast Cure on Reiko
Reiko Heals: 1d4 + 1 ⇒ (2) + 1 = 3 cards
Explore Random card: 1d6 + 1 ⇒ (4) + 1 = 5: Fire Bolt
Int 8: 1d6 ⇒ 1 Auto-fail
Discard Porky to explore again, Random card: 1d6 + 1 ⇒ (6) + 1 = 7: Henchman Proxy A2: Grioth. Reveal and discard Stone axe.
Combat 10 + ## = 16: 1d10 + 5 + 1d6 + 1 + 2d6 ⇒ (1) + 5 + (5) + 1 + (5, 5) = 22 Defeated!
Attempt to close, Banishing Wintervine to bless.
Percep 4 + # = 7: 2d10 + 4 ⇒ (9, 5) + 4 = 18 Success!
When closed, examine top card of Ruin: Termite Swarm (Gross)
Tower is closed!
Reiko and Lini will move to Library. End Turn. Encounter Planar Rift. BYA Reiko summons the danger, but they just evade it. For ctd, Choose Divine, and use Cogsnap's blessing to add a die. (Divine is slightly better odds than combat.
6 + # + 4 = 13: 2d10 + 3 ⇒ (1, 7) + 3 = 11
This is what Hero Points are made for!
6 + # + 4 = 13: 2d10 + 3 ⇒ (7, 5) + 3 = 15 Huzzah!
Remove a marker, and one more when Cogsnap banishes their spell.
VICTORY!
BR Updates - SirRogue |
TDD-3A DEVELOPMENT:
“Go in enlightenment,” said the mummified abbot before he crumpled to dust. “The window has closed forever.”
The monastery's gates have fallen, and with them the minions of Aeteperax. Now what remains is the unmasking of the villain behind all this treachery.
At this point, you’re convinced that Aeteperax is at least some form of dragon. While unlikely to be the ancient dragon that crashed into the Crypt of Tula a millennium ago, the being has its lieutenants in full agreement that they work for a dragon of considerable power. The lunar naga let slip the creature’s true name, “Szangi.” Perhaps that can be of use.
So a dragon it is. Thankfully, our expedition to Lady Tula’s resting site has girded you with weapons for slaying a dragon. With a little fortitude and a lot of good fortune, you can end the threat to Belhaim. Or you can die trying. Either way, it’s going to be an exciting night.
SCENARIO REWARD:
Loot: armor Lion’s Helm, item Ring of Protection. Each character records the number of henchmen in the henchmen pile on their Chronicle sheet (you have one henchman, the Lunar Naga, in your henchmen pile).
Core Armor 3
Traits: Heavy Armor Helm
To Acquire: Constitution Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter.
Core Item 2
Traits: Accessory Magic
To Acquire: Constitution Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1. When you suffer any damage, recharge to reduce it by 3.
BR Updates - SirRogue |
TDD-3B Dragonslayers
A colossal cavern in Dragonfen, not far from the Monastery of Saint Kyerixus, is where the wyrm known to Belhaim as Aeteperax makes its lair. You prepare to sneak inside, hoping to reach the dragon while it sleeps in its lair. If you can take it by surprise, you might stand a fighting chance.
But that’s not going to happen. You see the dragon marching out to the cave mouth with little fear for its survival. It sniffs the air, having obviously detected your presence. Measuring thirty feet from nostril to tail point, this emerald-scaled monster saunters forth from his den and proclaims its magnificence.
“What is this? Who are you? You dare come before the great Aeteperax uninvited and without the ransom I demanded of your weak-livered farm folk? Name yourselves so I might know whose blood will stain my cave!”
Yet despite its fearsome presence, this is not Aeteperax. You saw the bones of the ancient dragon entrenched into the soil of the Crypt of Tula. By all accounts that was a black dragon. Before you is a green dragon, and an imposter at that.
“Whatever you say, Szangi,” you scoff below your breath.
At the sound of its true name--one it clearly despises beyond reason--the dragon recoils and drapes its wings forward. “HOW DARE YOU,” it commands. “For this insult, you shall pay with the screams of a thousand years. When I am done with you , no one will remember your names. The will only remember the name of Sza--I mean, Aeteperax!”
The dragon takes to the air and retreats into its caves. You hear the sounds of its minions coming to defend it. You see the glints of its treasures within. You hear the backdraft whistle through a vast underground library. And from beyond, you hear the dragon fuming with rage.
Raise your swords to the heavens. For tonight, you will slay a dragon.
LOCATIONS:
1-Caves
THREAT LIST:
SETUP:
DURING THIS SCENARIO:
Story Bane
Traits: Dragon Veteran
To Defeat: Combat 16+## OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
BR Updates - SirRogue |
As a group, you have one henchman in the pile from last scenario, so you get to pick one of these to basically cross of the list so it won't happened during this scenario.
THE PERILS
Ablaze
At the end of your turn, suffer 1d4-2 Fire damage.
Confusing
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.
wkover - Kess |
Hand: Mastiff, B of Gorum, Dwarf Caiman, Wolfhide Armor, B of Achaekek, Verdant Rager,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Melee: Strength +3
Dexterity d6 []+1 []+2 []+3
Acrobatics: Dexterity +1
Con d8 []+1 []+2 []+3
Fortitude: Constitution +1
Intelligence d6 []+1 []+2
Wisdom d4 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6
Proficient with: Nothing
Powers:
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Hero Points: 0
MorkXII - Cogsnap 1011 |
Skills and Powers:Hand: Stone Skin, Laboratory Coat, Embalming Fluid, Potion of Focus, Staff of Minor Healing, Stained Glass ElementalSkills STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5
Displayed: 0
Deck: 12 Discard: 0 Buried: 1
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).Stone Skin:Stone Skin
Spell 1Traits
Magic
Arcane
DivinePowers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.Staff of Minor Healing:Staff of Minor Healing
Item 1Traits
Staff
Magic
Divine
HealingPowers
Recharge to heal a local character a card.
Reiko - Chthonicthul |
Hand: Gem of Physical Prowess, Rochin, Blessing of the Quartermaster 1, Blessing of the Quartermaster 3, Sacred Candle,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings as needed. Shirt re-roll is available.
Sideboard cards:
Dexterity d10 [X ]+1 [X ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity+2
Stealth: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card Type: Card that has the poison trait or weapon
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
Card Feat: Spell
Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861
BR Updates - SirRogue |
During This Adventure:
During This Scenario: TDD-3B Dragonslayers
Additional Rules:
1-Caves
Story Bane
Traits: Dragon Veteran
To Defeat: Combat 16+## OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Ablaze
At the end of your turn, suffer 1d4-2 Fire damage.
Confusing
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.
Danger:
Story Bane
Traits:
Task
Veteran
To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.
Scenario Level (#): 1
Turn: 1, Cogsnap/MorkXII
Monsters
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Core
Monster 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
Poison
To Defeat:
Combat 10
OR Acrobatics 7
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
Barriers
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Core
Barrier 1
Traits:
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.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Weapons
Core
Weapon 0
Traits:
2-Handed
Melee
Piercing
Spear To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
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.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Spells
Core
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 7
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 0
Traits:
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
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Diplomacy
Fortitude 8
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* To avenge, you may discard a card.
Core
Armor 0
Traits:
Light Armor To Acquire:
Constitution
Fortitude 3
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 0
Traits:
Heavy Armor
Helm To Acquire:
Constitution
Fortitude 4
When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Items
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
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 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
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 3
Traits:
Animal To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
Core
Ally 1
Traits:
Construct To Acquire:
Intelligence
Craft 6
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Core
Ally 0
Traits:
Cleric
Human To Acquire:
Charisma
Diplomacy
Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Core
Ally 1
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Blessings
Core
Blessing 3
Traits:
Deity: Shelyn
Divine
When this is the hour: When you encounter a monster, you may evade it. To Acquire:
Charisma
Divine 8
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Core
Blessing 2
Traits:
Deity: Rovagug
Divine
When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire:
Banish
A
Boon 5+#
OR Bury A Boon Whose Level Is Equal To # 0
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Core
Blessing 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:
Diplomacy
Divine 5
On another character's check, discard to bless.
To avenge, discard.
Discard to explore.
Hour Power: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
Top of Blessing Discard Pile:
Core
Blessing 3
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire:
Wisdom
Divine 8
On any check, discard to bless.
On a check against an Undead bane, recharge to bless.
Discard to draw 3 cards, then recharge 3 cards, then you may explore.
Blessings Remaining: 29
Blessings Deck
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.
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.
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.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
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.
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.
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location. To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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.
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.
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.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card. To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
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.
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.
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Location #1: 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: 6 Ba: 3 W: 3 Sp: 1 Ar: 3 I: 2 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: Cogsnap/MorkXII, Reiko/Cthonicthul, Kess/wkover, Lini/eddiephlash, None
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.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Monster 1
Traits:
Animal
Outsider
To Defeat:
Combat 10
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Core
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
Spell 0
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 3
Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
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.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Core
Villain 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Weapon 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.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may discard to reduce it to 0.
* You may discard to remove 1 of your scourges.
Core
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* 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.
Lini Core |
Cave is wild, so Lini grants +1d4 to ALL checks!
Hand: KETEPHYS, ASPECT OF THE FROG, CHARM ANIMAL, WOLVERINE (CURSE), CLOUD PUFF, BESTIAL RAGS,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Movement: Current: Cave
Other: Shirt reroll available, Static d4 on local animal checks, or any check at a Wild location
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Perception: Wisdom +2
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Animal Ally
Hand Size: 5 ☑ 6
Proficiencies:
Divine
POWERS:
For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
On a local check that invokes the Animal trait, add 1d4
MorkXII - Cogsnap 1011 |
Hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.
Explore: Ghoul
Ask Kess to discard BoGorum (or BoAchaekek).
Reveal Embalming Fluid for +2+Poison (+ignore immunities). +d4 from Lini.
Combat 11+##=17: 1d6 + 2d6 + 2 + 1d4 ⇒ (4) + (3, 6) + 2 + (2) = 17 Defeated!
Embalming Fluid Craft 7: 1d10 + 4 ⇒ (2) + 4 = 6 Recharge Stained Glass Elemental to succeed, no buried cards.
Recharge Embalming Fluid to draw a new Alchemical or Liquid item from the box: UNKNOWN.
Reset:
Draw up to 6.
Skills and Powers:Hand: Galvanic Chakram +1, Stone Skin, Laboratory Coat, Potion of Focus, Staff of Minor HealingSkills STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5
Displayed: 0
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).Stone Skin:Stone Skin
Spell 1Traits
Magic
Arcane
DivinePowers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.Staff of Minor Healing:Staff of Minor Healing
Item 1Traits
Staff
Magic
Divine
HealingPowers
Recharge to heal a local character a card.
wkover - Kess |
On Cog's turn: Discarding B of Gorum.
Hand: Mastiff, Dwarf Caiman, Wolfhide Armor, B of Achaekek, Verdant Rager,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes:
Melee: Strength +3
Dexterity d6 []+1 []+2 []+3
Acrobatics: Dexterity +1
Con d8 []+1 []+2 []+3
Fortitude: Constitution +1
Intelligence d6 []+1 []+2
Wisdom d4 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6
Proficient with: Nothing
Powers:
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Hero Points: 0
Reiko - Chthonicthul |
Turn 2: Reiko/Prayer
Explore Cave Card #1: Circlet of Mental Acuity
Charisma 8 to acquire Circlet of Mental Acuity: 1d8 + 1d4 ⇒ (4) + (2) = 6 Failure; banished.\
As they head into the caves, Reiko is almost distracted by an exquisite circlet, but then she remembers their business and forges ahead.
Reset hand and end turn.
Hand: Gem of Physical Prowess, Rochin, Blessing of the Quartermaster 1, Blessing of the Quartermaster 3, Sacred Candle,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings as needed. Shirt re-roll is available.
Sideboard cards:
Dexterity d10 [X ]+1 [X ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity+2
Stealth: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card Type: Card that has the poison trait or weapon
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
Card Feat: Spell
Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861
wkover - Kess |
Benefaction - Blessing 0. No effect.
The Pathfinders step into the mouth of a geothermal antechamber. A watch hound bays, raising hackles and stirring what lies beneath.
Explore and encounter Yeth Hound. The hour's level is zero, so this is going to hurt. Before acting, everyone does BYA Wisdom 5 or becomes Frightened. After acting, everyone takes 1d4 Mental damage that can't be reduced.
Wis 5 w/ recharged Caiman (using power), Lini Wild bonus: 1d4 + 1d4 + 1d4 ⇒ (3) + (2) + (4) = 9 - success
Combat 10 w/ Lini Wild: 1d10 + 1d12 + 5 + 1d4 ⇒ (7) + (5) + 5 + (1) = 18 - Hound defeated
Mental damage?: 1d4 ⇒ 3 - discard armor (per ability, counts as 3 cards)
Kess brings both elbows down on the hound's neck. Its death rattle splits and echoes, chopping away at everyone's sanity.
Heal from combat: B of Gorum.
Pausing to let everyone do BYA Wis 5 and AYA mental damage.
Reiko - Chthonicthul |
Wisdom 5 BYA, adding Lini's ferality: 1d6 + 1d4 ⇒ (4) + (1) = 5 Woot.
AYA mental damage: 1d4 ⇒ 1 As good as this could have gone. Discard Gem of Physical Prowess for damage, I guess. Want to keep those blessings available.
Hand: Rochin, Blessing of the Quartermaster 1, Blessing of the Quartermaster 3, Sacred Candle,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Blessings as needed. Shirt re-roll is available.
Sideboard cards:
Dexterity d10 [X ]+1 [X ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity+2
Stealth: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card Type: Card that has the poison trait or weapon
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
Card Feat: Spell
Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861
MorkXII - Cogsnap 1011 |
Drink Elixir of Focus to add my Int and auto the Yeth Hound BA Wisdom check.
Mental damage: 1d4 ⇒ 2 Discard Stone Skin and Potion of Focus.
Elixir of Focus recovery Craft 10: 1d10 + 4 ⇒ (2) + 4 = 6 Discarded.
Recharge Staff of Minor Healing to heal: Potion of Focus
Skills and Powers:Hand: Galvanic Chakram +1, Laboratory CoatSkills STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5
Displayed: 0
Deck: 15 Discard: 2 Buried: 1
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).
wkover - Kess |
Continuing turn.
Display Mastiff, draw Porcupine and B of Gorum.
Lini whistles a tune, drawing a curious porcupine closer.
Discard porcupine to explore, encounter Deadfall Scorpion. (Porc is recharged.)
Combat 13 w/ Lini Wild: 1d10 + 1d12 + 5 + 1d4 ⇒ (8) + (2) + 5 + (1) = 16 - scorpion defeated
Discarding Gorum for AYA poison damage. Heal from combat: B of Gorum. Mastiff discarded in recovery.
Hand: Ring of Protection, Crocodile Skin Madu, Porcupine, Dwarf Caiman, B of Achaekek, Verdant Rager,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Melee: Strength +3
Dexterity d6 []+1 []+2 []+3
Acrobatics: Dexterity +1
Con d8 []+1 []+2 []+3
Fortitude: Constitution +1
Intelligence d6 []+1 []+2
Wisdom d4 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6
Proficient with: Nothing
Powers:
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Hero Points: 0
Lini still needs to handle Yeth BYA and AYA. Then Lini is up.
If Dragon appears, feel free to bot Acro 8 BYA check: 1d6+1+1d4(Lini)+1d4(recharged Caiman).
Lini Core |
Aspect of the Frog is displayed at start of scenario.
Cast Charm animal to draw a rando animal: Droogami! Charm Animal is burried during recovery.
Yeth Hound BYA
Wis 5: 1d10 + 2 + 1d4 ⇒ (9) + 2 + (3) = 14
Use Cloud puff to ignore AYA and avoid Mental damage
Lini communes with the plants and beasts lurking in the cave, calling them to help with the pathfinders quest.
Auto-pass check during Recovery to recharge CP
Start turn. Hour is Benefaction. Explore top card, card 5: Acid Flask.
Int 4: 1d6 + 1d4 ⇒ (5) + (2) = 7 Acquired.
Discard Wolverine to explore card 6: Detect Magic.
Divine 3: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (4) = 9 Auto acquire
Cast Detect Magic to examine next card: Wood Golem. Not magic, but not bad.
Discard Blessing to explore Golem. BYA Con, aspect spell adds d6.
Con 6: 1d8 + 1d6 + 1d4 ⇒ (6) + (2) + (4) = 12
For combat, recharge Droogami for animal attack power, and use a Blessing from Reiko
Combat 18: 2d10 + 5 + 2d4 + 1 ⇒ (10, 7) + 5 + (4, 3) + 1 = 30
End turn. Recovery.
Divine 5: 1d10 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12 Auto recharge Detect Magic
Divine 8: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (1) = 5 Aspect discarded
Reset hand, drawing 5
Hand: STONE AXE +1, CURE, BURST BONDS (CORE), BESTIAL RAGS, FROG (CORE), MILANI,
Displayed:
Deck: 9 Discard: 3 Buried: 1
Hero Points: 0
NOTES:
Available Support: Milani double bless on dex/wis. BB adds d8 or evade/explore of a trap/obstacle. Cure heals.
Movement: Current: Caves
Other: Shirt reroll used, Static d4 on local animal checks, or any check at a Wild location
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wisdom +1
Perception: Wisdom +2
Survival: Wisdom +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Favored Card: Animal Ally
Hand Size: 5 ☑ 6
Proficiencies:
Divine
POWERS:
For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
On a local check that invokes the Animal trait, add 1d4
MorkXII - Cogsnap 1011 |
Hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
Explore card 8: Allip
Reveal Galvanic Chakram +1, +d4 from Lini
Combat 14: 1d8 + 1 + 1d8 + 1 + 1d4 ⇒ (7) + 1 + (1) + 1 + (4) = 14 Defeated!
Recharge Galvanic Chakram +1 to draw a new Alchemical or Liquid item from the box: unknown.
End of turn:
Draw up to 6.
Skills and Powers:Hand: Laboratory Coat, Acid Flask, Liquid Ice, Staff of Minor Healing, Stained Glass ElementalSkills STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5
Displayed: 0
Deck: 12 Discard: 2 Buried: 0
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).Acid Flask:Acid Flask
Item 0Traits
Liquid
Alchemical
Attack
AcidPowers
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.Staff of Minor Healing:Staff of Minor Healing
Item 1Traits
Staff
Magic
Divine
HealingPowers
Recharge to heal a local character a card.
MorkXII - Cogsnap 1011 |
Draw Elixirof Energy Resistance from the box, immediately display it.
Skills and Powers:Hand: Laboratory Coat, Acid Flask, Liquid Ice, Staff of Minor Healing, Stained Glass ElementalSkills STRENGTH d6
DEXTERITY d8 +1
Disable +3
Ranged +1
CONSTITUTION d6
INTELLIGENCE d10 +2
Arcane +1
Craft +2
WISDOM d6
CHARISMA d6Powers
Hand Size 6 ☐7 ☐8
Proficient with Light Armors Weapons Alchemical
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
[X2] During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 ([X3] +2) to your Ranged Combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.Favored Card Type: Item
Weapon 2 ☐ 3
Spell 1 [X1] 2
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 3 ☐ 4
Blessing 3 [X2] 4 ☐ 5
Displayed: Elixir Of Energy Resistance
Deck: 12 Discard: 2 Buried: 0
Hero Points: 3 Shirt Reroll Available (3B): Yes
Notes: Uses blessings/cards as needed (Useful card's texts below).Acid Flask:Acid Flask
Item 0Traits
Liquid
Alchemical
Attack
AcidPowers
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.Staff of Minor Healing:Staff of Minor Healing
Item 1Traits
Staff
Magic
Divine
HealingPowers
Recharge to heal a local character a card.Elixir Of Energy Resistance:Elixir Of Energy Resistance
Item 0Traits
Liquid
AlchemicalPowers
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.
BR Updates - SirRogue |
During This Adventure:
During This Scenario: TDD-3B Dragonslayers
Additional Rules: Additional Rules:
1-Caves
Story Bane
Traits: Dragon Veteran
To Defeat: Combat 16+## OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Ablaze
At the end of your turn, suffer 1d4-2 Fire damage.
Confusing
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.
Danger:
Story Bane
Traits:
Task
Veteran
To Defeat:
Strength
Melee 6+#OR
Charisma
Diplomacy 8+#
On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
If defeated, draw a new ally that lists Diplomacy in its check to acquire.
Scenario Level (#): 1
Turn: 6, Reiko/Cthonicthul
Monsters
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Barriers
Core
Barrier 1
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 8
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Core
Barrier 1
Traits:
Poison
Trap
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Core
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 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
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.
Weapons
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Core
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 9
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Core
Weapon 1
Traits:
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.
Core
Weapon 0
Traits:
Finesse
Melee
Piercing
Swashbuckling
Sword To Acquire:
Strength
Acrobatics
Melee 5
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 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.
Spells
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 0
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6
On any check to defeat a barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Core
Spell 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
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 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 1
Traits:
Heavy Armor To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 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 2
Traits:
Alchemical
Attack
Fire
Object To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Core
Item 0
Traits:
Alchemical
Object To Acquire:
Intelligence
Craft 4
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7
Recharge to heal a local character a card.
Core
Item 0
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
Core
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Allies
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.
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.
Core
Ally 0
Traits:
Animal To Acquire:
Wisdom
Survival 5
On a local combat check, recharge to add 1d4 and the Poison trait.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Core
Ally 0
Traits:
Cleric
Human To Acquire:
Charisma
Diplomacy
Divine 4
On a local Wisdom or Divine check, recharge to add 1d4.
Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.
Core
Ally 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
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1. To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Core
Blessing 0
Traits:
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.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect. To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore. To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Hour Power: No effect.
Top of Blessing Discard Pile:
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: 24
Blessings Deck
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Lady of Valor
Core
Blessing 3
Traits:
Deity: Iomedae
Divine
When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire:
Charisma
Diplomacy
Divine 8
On another character's check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
The Wind and the Waves
Core
Blessing 3
Traits:
Deity: Gozreh
Divine
When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire:
Wisdom
Divine
Survival 8
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
The Lucky Drunk
Core
Blessing 3
Traits:
Deity: Cayden Cailean
Divine
When this is the hour: After your exploration, you may move to a random location. To Acquire:
Charisma
Divine
Fortitude 8
On another local character's check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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.
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.
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.
The Gold-fisted
Core
Blessing 3
Traits:
Deity: Abadar
Divine
When this is the hour: When you acquire a boon, you may recharge a card. To Acquire:
Craft
Divine 8
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
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.
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.
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.
Norgorber's Shadow
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
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.
Master of Masters
Core
Blessing 3
Traits:
Deity: Irori
Divine
When this is the hour: On your check, you may reroll any dice showing 1. To Acquire:
Acrobatics
Divine
Fortitude 8
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Grandmother Nightmare
Core
Blessing 3
Traits:
Deity: Lamashtu
Divine
When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Asmodeus's Tyranny
Core
Blessing 2
Traits:
Deity: Asmodeus
Divine
When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
Charisma
Diplomacy
Divine 5+#
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Nethys's Duality
Core
Blessing 1
Traits:
Deity: Nethys
Divine
When this is the hour: On your check against a spell, add 1d4. To Acquire:
Intelligence
Arcane
Divine 4+#
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
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.
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.
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.
Urgathoa's Gluttony
Core
Blessing 2
Traits:
Deity: Urgathoa
Divine
When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
Constitution
Divine
Fortitude 5+#
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Location #1: 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: 1 Ba: 3 W: 3 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: Cogsnap/MorkXII, Reiko/Cthonicthul, Kess/wkover, Lini/eddiephlash, None
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Core
Villain 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Weapon 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.
Core
Henchman 0
Type:
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Barrier 1
Traits:
Lock
Obstacle
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Core
Weapon 1
Traits:
Axe
Magic
Melee
Ranged
Slashing To Acquire:
Strength
Dexterity
Melee
Ranged 10
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Core
Armor 2
Traits:
Offhand
Shield To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may discard to reduce it to 0.
* You may discard to remove 1 of your scourges.
Core
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* 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.
Reiko - Chthonicthul |
Off-turn: discard Blessing of the Quartermaster for Lini check.
Turn 6: Reiko/Benefaction
Explore Cave Card #1: Lucky Starknife
Acrobatics 11 to acquire Lucky Starknife, including Lini's bonus: 1d10 + 5 + 1d4 ⇒ (2) + 5 + (4) = 11 Success; acquired.
Reset hand and end turn.
Hand: Lucky Starknife (acquired), Rochin, Delve, Blessing of the Quartermaster 3, Sacred Candle,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Blessing as needed. Shirt re-roll is available.
Sideboard cards:
Dexterity d10 [X ]+1 [X ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Ranged: Dexterity+2
Stealth: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card Type: Card that has the poison trait or weapon
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
Card Feat: Spell
Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861
wkover - Kess |
Shelyn's Song
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
Give ring of protection to Lini.
Explore, encounter Harpy.
A natural skylight opens in the rock dome, likely formed millenia ago as a lava tube. Now it's an entrance for winged villains, such as the foul-smelling harpy descending on the party.
BYA doesn't matter, since Kess doesn't use spells or weapons.
Combat 10 w/ Lini bonus: 1d10 + 1d12 + 5 + 1d4 ⇒ (3) + (6) + 5 + (1) = 15 - success
Kess launches a large rock at the bird-beast, thwacking it on the skull and sending it back to its roost.
Healed from combat: Mastiff. Discard Porcupine to explore again, encounter Door Spike. Using Reiko's BotQ, which recharges.
Dex 8 to defeat door w/ Lini bonus, blessing: 1d6 + 1d4 + 1d6 ⇒ (1) + (1) + (6) = 8 - defeated
Oddly, an obsidian door is set into a slate wall. Putting her shoulder into the sturdy frame, Kess cracks the door open - causing it to splinter into vicious shards. The brawler pockets one for later, recognizing how the dark stone has useful cutting and stabbing properties.
Discard Dwarf Caiman to explore again, encounter Henchman proxy A4. Assuming that's the Dragon...
Which Wildcard?: 1d5 ⇒ 3 - Deadly, damage increased by 1
Everyone has to do Dex/Acro 8 BYA or take damage and become Wounded.
Acro 8 w/ recharged Rager, Lini bonus: 1d6 + 1 + 1d4 + 2 + 1d4 ⇒ (5) + 1 + (4) + 2 + (2) = 14 - pass
Combat 22 (16+6) w/ Achaekek, Lini bonus, recharged Madu: 1d10 + 1d12 + 5 + 2d10 + 2d4 ⇒ (4) + (4) + 5 + (2, 3) + (1, 3) = 22 - made it, barely
Hearing a bold roar, Kess dives behind a boulder as a dragon's talons scatter the Pathinders. The Bull recovers and shoots the obsidian shard into the dragon's neck. It shoots acidic steam from its nostrils and regroups.
Card healed: Porcupine.
Hand: B of Gorum, Mastiff, Verdant Rager, Voidglass Armor, Topaz of Strength, Porcupine,
Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes:
Melee: Strength +3
Dexterity d6 []+1 []+2 []+3
Acrobatics: Dexterity +1
Con d8 []+1 []+2 []+3
Fortitude: Constitution +1
Intelligence d6 []+1 []+2
Wisdom d4 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +1
Favored Card: Ally
Hand Size 5 [X] 6
Proficient with: Nothing
Powers:
For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
When you discard or bury a card as damage, it counts as 2 ([X] or 3) cards.
When you defeat a monster, you may heal a card ([] or an ally).
Hero Points: 0
Everyone has to do Dragon BYA. Reminder: Deadly wildcard is active (+1 damage).
Reiko - Chthonicthul |
Acrobatics 8 for Dragon BYA, and don't I get to add Lini's bonus?: 1d10 + 5 + 1d4 ⇒ (10) + 5 + (3) = 18 Wow, nice. Success whether or not I get the wildebonus