
Kyra - Iceman |

At end of turn, recharge Holy Symbol to heal Frog.
Draw 3
Kyra climbs down from the cliff and looks around the area that her allies have been scouring. She hears the burble of a nearby frog and when she moves to pick it up, she spots the adventurers that they have been seeking.
"Quickly, this way; we've secured a route to safety. Everything is going to be fine," she calls out to them. Somewhat to her surprise, they nod and begin moving up the path.
Kyra races forward eagerly and reaches the top of the cliff once again, and turns back to check on their progress - and is immediately concerned by how lost they seem. "Come on, gobbos! Looks we gotta show 'em how to get back."
Hand: Earthbreaker, Giantbane Greataxe, Divine Insight, Soothing Word, Aid (Core), Helm (Core),
Displayed: Spiked Breastplate,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Aid (d4 +1 to any check) and Divine Insight (for any barrier) or Earthbreak (for local Locks and Obstacles) are available w/o asking.
Other: Local characters all get d4 and Magic against Undead and Outsiders.
Middle of Deck (Unknown Order): Holy Symbol, Gorum's Iron, Fiery Glare (Core), Bodyguard, The Empty Throne, Holy Light (Core), The Paladin, Prayer 1, Mist Horn (Core), Cure (Core), Frog
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Str +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outside or Undead bane, add 1d4 (□ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Con +2 and Perception: Wis +2.

Kyra - Iceman |

Barring unexpected events, Kyra will need two Fortitude checks before her turn, to avoid Entangled.
If a bane is encountered, and she is not entangled, she will attempt to defeat it in order to move.
Fortitude 5 on Crimsi's turn: 1d6 + 2 ⇒ (6) + 2 = 8
Fortitude 5 on Mogmurch's turn: 1d6 + 2 ⇒ (6) + 2 = 8

AAUGHWHY's PACS Crimsi |

During Mogmurch's turn, discard Antiplague for the Poison Damage and receive Amfibier
During the Reset Step of Kyra's turn, remove Frightened
Hour is Benefaction: No Effect
BA Survival 5: 1d8 + 2 ⇒ (1) + 2 = 3
Crimsi had been restringing his bow while waiting for Kyra to get back. He gets up to follow her back home, only to find himself entangled! He looks around for something to help him get out and finds a Card 2: Longsword! The top card was the Shiny Longshanks, which has already been defeated
STR 6: 1d6 ⇒ 2
Crimsi can't reach it...
Location is empty. Close by selecting Blessing, Item, and Armor then Recharging Incitation, Luckstone, and Heavy Shield. On the close, I remove Entangled. Mogmurch and I move to Cliff
Mogmurch hangs back to help him get free and they sprint to catch up with Kyra and the longshanks
"
Hand: Flaming Shortbow, Amfibier, Compass (Core), Light Crossbow (Core), Blast Stone (Core),
Displayed: Elixir of Energy Resistance, Slick Leather,
Deck: 6 Discard: 6 Buried: 0
Hero Points: 0 // Crimsi has the following scourges marked:Entangled:While Marked:
You cannot evade or move.When your location is closed, remove this scourge.
Frightened:While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.When your location is closed, you may remove this scourge.
NOTES:
Available Support: Blast Stone: +2d4 and Fire to Combat or vs Lock
Middle of Deck (Unknown Order): Heavy Crossbow (Core), Lookout, Elixir of Healing
Recharged: Incitation, Luckstone, Heavy Shield,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: +1
Constitution d6 ☐ +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Craft: +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Survival: +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon, [ ] Alchemical
POWERS:
At the start ([ ] or end) of your turn, you may examine the top card of a random location
For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception
On your check that invokes the Bow or Fire Trait, add 1d4 ([ ]1d6)

AAUGHWHY's PACS Crimsi |

Survival Checks to avoid Entangled
Survival 5 on Mogmurch's turn: 1d8 + 2 ⇒ (8) + 2 = 10
Survival 5 on Kyra's turn: 1d8 + 2 ⇒ (1) + 2 = 3 If entangled is not removed before then, I'll remove it during the reset step of Kyra's turn
When I am not entangled, I'll encounter summon and encounter any banes I'm suited to handle

MogmurchZ. |

Kyra's reset step: Mogmurch resets his hand, drawing 1 card: Elixir of Healing.
Start of Crimsi's turn, Con 5: 1d8 ⇒ 6 Not entangled
Crimsi's turn: move to Cliff with Crimsi when Campsite is closed.
It is the hour of Nethys's Duality
Hour Power: On your check against a spell, add 1d4.
Start of Turn:
At the start of your turn, each character must succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled: Kyra and Crimsi both make their checks and are not entangled.
Shiny Longshanks is not displayed at Cliff, so no +1 vs banes; then Shiny Longshanks is displayed at the Cliff.
Cliff Location Power: On your check, if any die shows a 1 or 2, count it as 0.
Kyra sends Aid to Recovery
Con 5: 1d8 + 1d4 + 1 ⇒ (8) + (4) + 1 = 13 Not entangled
Give card: Elixir of Healing to Crimsi (since he can actually recharge it - not very goblinlike to give it away, but we will probably need the extra healing!)
Free exploration
Core
Weapon 0
Traits:
Finesse
Knife
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 6
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Ranged 6: 1d10 + 3 ⇒ (1) + 3 = 4 Banished
Discard Vulture 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.
Autofail check to acquire, banished
End turn
Reset Hand
Start of Kyra's turn, Con 5: 1d8 ⇒ 7 Not entangled
Start of Kyra's turn, ask Crimsi to send Elixir of Healing to Recovery to Heal Mogmurch
Healing on Mogmurch: 1d4 + 1 ⇒ (2) + 1 = 3
Turn Summary:
* Kyra sent Aid to Recovery
* Gave Elixir of Healing to Crimsi, and then later asked him to send it to Recovery to heal Mogmurch.
* Cliffs 1 & 2 are gone
No flavor today...
Hand: Balmberry, Alchemical Cartridges, Fox, Orison, Blessing of Bark Breaker, Desna's Freedom,
Displayed: Elixir of Energy Resistance,
Deck: 6 Discard: 1 Buried: 2
Current Location: Cliffs
Hero Points: 0; Paizo Merch Reroll: Used
NOTES:
Available Support: Cards are available for use unless noted otherwise.Mogmurch power (ask): Discard Alchemical boon to add 2d6 + Fire to local combat
Desna's Freedom:
Orison: On a local check, discard to bless. If the hour's level is 0, you may recharge instead.
Fox: local Intelligence or Wisdom check, recharge to add 1d4.
Movement: Move me to X if my location closes.
Other: I can discard a card to add 1d6 (2d6 if Alchemical) + Fire to a local combat check
Middle of Deck (Unknown Order): Matchlock Hackbut, Prayer, Immolate (Core), Deathbane Light Crossbow, Benefaction, Elixir of Energy Resistance 2
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Int +3
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: {Spell}
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors | ☐ Weapons (not yet)
POWERS:
You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.

Kyra - Iceman |

Recharge check on Aid on Mogmurch's turn: Divine 8: 1d10 + 4 ⇒ (4) + 4 = 8 Success
Hour of Cayden Cailean's Revelry
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
Start of turn Entangled checks.
Fortitude 5: 1d6 + 2 ⇒ (5) + 2 = 7 Kyra succeeded
Mogmurch succeeded
Crimsi failed
Cast Soothing Word on Crimsi to heal a card and clear the Entangled.
Longshanks are with us, so everyone is +1 vs banes.
Free explore of Cliff 3: Cave Lizard
Perception 6: 1d10 + 3 + 1 ⇒ (3) + 3 + 1 = 7 Success
Kyra succeeds and moves to Cave.
Allies may summon and defeat the Cave Lizard and move as well.
End turn.
Recharge Divine Insight to heal Crimsi a card (second of the turn).
Recover Soothing Word: Divine 8: 1d10 + 4 ⇒ (5) + 4 = 9
Discard greataxe, draw four
Start of Crimsi's turn, Entangled check: Fortitude 5: 1d6 + 2 ⇒ (1) + 2 = 3
The lucky streak ends.
Hand: Earthbreaker, Fiery Glare (Core), Helm (Core), Mist Horn (Core), Holy Symbol, Gorum's Iron,
Displayed: Spiked Breastplate,
Deck: 10 Discard: 3 Buried: 0
Hero Points: 0
NOTES:
Available Support: Mist Horn (for damage reduction for a turn) and Gorum's Iron (preferably for a combat check) are available w/o asking.
Other: Local characters all get d4 and Magic against Undead and Outsiders.
Middle of Deck (Unknown Order): The Paladin, Cure (Core), Bodyguard, Frog, Holy Light (Core), Prayer 1, The Empty Throne
Recharged: Aid (Core), Divine Insight, Soothing Word,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Str +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outside or Undead bane, add 1d4 (□ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Con +2 and Perception: Wis +2.

MogmurchZ. |

Recharge Bark Breaker
Longshanks gives +1
Perception 6: 3d4 + 1 ⇒ (2, 2, 3) + 1 = 8 Cliff power makes this 3+1=4, Fail
Hour power: discard Fox to reroll 1 die
reroll: 1d4 ⇒ 3 Whew!
4+3=7, Pass.
Mogmurch moves to Cave with the others.

AAUGHWHY's PACS Crimsi |

BTW Frightened has been removed, I just forgot to uncheck it on the handler
Hour is Benefaction
Survival 5: 1d8 + 2 ⇒ (1) + 2 = 3 We all got Entangled XD
Explore Cave Card 1: Bloodbug. Reveal Flaming Shortbow for Ranged+1d6+1d4. Power adds 1d4.
Combat 11: 1d10 + 1d6 + 1d4 + 2 ⇒ (10) + (2) + (1) + 2 = 15
Monster 0
Traits:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Discard Compass to explore again. Cave Card 2: Helm
CON 4: 1d6 ⇒ 5 Acquired
Attempt to close: Summon Blasted Chicken. BA doesn't matter since I'm already entangled. For the combat, reveal Flaming shorbow for Ranged+1d6+1d4. Power adds 1d4. Play Blast Stone to add 2d4
Combat 12: 1d10 + 1d6 + 3d4 + 2 ⇒ (1) + (6) + (2, 3, 2) + 2 = 16
Location Closes. I remove entangled and move to ravine.
Recover Blast Stone Craft 6: 1d6 + 3 ⇒ (5) + 3 = 8
"
Hand: Flaming Shortbow, Elixir of Healing, Heavy Crossbow (Core), Light Crossbow (Core), Lookout,
Displayed: Elixir of Energy Resistance, Slick Leather,
Deck: 4 Discard: 7 Buried: 0
Hero Points: 0
Middle of Deck (Unknown Order): 0
Recharged: Incitation, Luckstone, Heavy Shield, Blast Stone (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: +1
Constitution d6 ☐ +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Craft: +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Survival: +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon, [ ] Alchemical
POWERS:
At the start ([ ] or end) of your turn, you may examine the top card of a random location
For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception
On your check that invokes the Bow or Fire Trait, add 1d4 ([ ]1d6)
Entangled Check on Mogmurch's turn Survival 5: 1d8 + 2 ⇒ (3) + 2 = 5
Entangled Check on Kyra's turn Survival 5: 1d8 + 2 ⇒ (2) + 2 = 4 Entangled on Kyra's turn again

AAUGHWHY's PACS Crimsi |

I missed some stuff. Kyra healed me. I got the de-scourge but didn't account for the heals
I also didn't try to recover Mogmurch's Elixir of Healing
Recover Elixir of Healing Craft 6: 1d6 ⇒ 1 Banished
Here's my deck state with the heals
"
Hand: Flaming Shortbow, Elixir of Healing, Heavy Crossbow (Core), Light Crossbow (Core), Lookout,
Displayed: Elixir of Energy Resistance, Slick Leather,
Deck: 6 Discard: 5 Buried: 0
Hero Points: 0
Middle of Deck (Unknown Order): Incitation, Gorum's Iron, Luckstone, Heavy Shield, Archer
Recharged: Blast Stone (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: +1
Constitution d6 ☐ +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Craft: +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Survival: +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon, [ ] Alchemical
POWERS:
At the start ([ ] or end) of your turn, you may examine the top card of a random location
For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception
On your check that invokes the Bow or Fire Trait, add 1d4 ([ ]1d6)

MogmurchZ. |

start of Crimsi's turn: Mogmurch is entangled (per previous roll). When Crimsi closes Cave, remove Entangled and also move to Ravine, along with Crimsi and Kyra. Longshanks goes into Limbo.
It is the hour of Iomedae's Justice
Hour Power: On your check against an Outsider card, add 1d4.
At the start of your turn, each character must succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled.
Crimsi passes. Kyra hasn't rolled yet.
Con 5: 1d8 ⇒ 3 Entangled
Shiny Longshanks displayed at Ravine
Ravine Location Power: The difficulty of combat checks is increased by #.
Give card: Balmberry to Kyra
Free exploration
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.
Autofail check to acquire
Discard Orison to explore
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.
Hour adds 1d4, Kyra adds 1d4, discard Desna's Freedom to bless
Combat 11+1+1+1=14: 4d4 ⇒ (2, 1, 4, 4) = 11
discard only remaining card as damage
Kyra and Crimsi can summon and encounter Azer if they wish, noting that the hour adds 1d4 and Kyra adds 1d4 (and the location increases the difficulty by 1)
Azer is shuffled back into Ravine
End turn
Reset Hand: remove Entangled scourge.
Start of Kyra's turn, Con 5: 1d8 ⇒ 3 Entangled
Turn Summary:
* Mogmurch is entangled
* Give Balmberry to Kyra
* Ravine 1 is banished
* Ravine is shuffled
* Kyra and Crimsi both have the option to summon and encounter Azer if they wish
Hand: Matchlock Hackbut, Immolate (Core), Amfibier, Prayer, Benefaction, Elixir of Energy Resistance 2,
Displayed: Elixir of Energy Resistance,
Deck: 2 Discard: 5 Buried: 2
Current Location: Ravine
Hero Points: 0; Paizo Merch Reroll: Used
NOTES:
Available Support: Cards are available for use unless noted otherwise.Mogmurch power (ask): Discard Alchemical boon to add 2d6 + Fire to local combat
Immolate: recovery to add 2d4 + Fire on local check vs Lock, Obstacle, or Skirmish barrier
Prayer:
Benefaction:
Mogmurch could use some healing help
Movement: Move me to X if my location closes.
Other: I can discard a card to add 1d6 (2d6 if Alchemical) + Fire to a local combat check
Middle of Deck (Unknown Order): Deathbane Light Crossbow
Recharged: Blessing of Bark Breaker,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Int +3
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: {Spell}
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors | ☐ Weapons (not yet)
POWERS:
You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.

Kyra - Iceman |

Entangled roll on Mogmurch's turn: Fort 5: 1d6 + 2 ⇒ (4) + 2 = 6
Since Crismi is not entangled on Mogmurch's turn, let's assume he fights the Azer, and hopefully gets to the mountain.
Kyra will display the Mist Horn, to reduce all damage by 2 (the failed combat check and the after-you-act).
She will also bury the Holy Symbol to avenge.
Reveal the earthbreaker, turn undead, get aid from Longshanks, trigger the hour power.
Combat 14: 1d8 + 2 + 1d12 + 1d4 + 1 + 1d4 ⇒ (8) + 2 + (5) + (1) + 1 + (1) = 18
AA Fire Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Could move, but not leaving Mogmurch badly wounded. At least the monster is gone.
Ravine 1 and 2 are banished.
End of Mogmurch's turn, remove Entangled, reset hand (draw one)

Kyra - Iceman |

Hour of Nethys's Duality
When this is the hour: On your check against a spell, add 1d4.
Start of Kyra's turn:
Entangled roll Fortitude 5: 1d6 + 2 ⇒ (2) + 2 = 4
Recharge roll for Mist Horn: Divine 10: 1d10 + 4 ⇒ (3) + 4 = 7
Give Frog to Mogmurch.
Use Balmberry on Mogmurch to remove Entangled and heal 1 card.
Free explore of Ravine 3: Termite Swarm
Cast Fiery Glare, trigger vulnerability, get aid from Longshanks
Combat 10+1 (want 15): 1d10 + 4 + 2d4 + 4 + 1 ⇒ (1) + 4 + (1, 4) + 4 + 1 = 15
Since Mogmurch is not entangled, let's assume he fights the Swarm.
I doubt he'll need it, but can recharge Gorum's Iron to bless.
End turn.
Recharge check on Balmberry Divine 8: 1d10 + 4 ⇒ (8) + 4 = 12
Recharge check on Fiery Glare Divine 9: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (1) = 14
Draw up, remove Entangled.
If Gorum's Iron was used on the combat, then Bodyguard is in hand.
Entangled Check on Crimsi's turn: Fortitude 5: 1d6 + 2 ⇒ (6) + 2 = 8
Gimme some things to fight :)
Hand: Earthbreaker, Helm (Core), The Empty Throne, Prayer 1, The Paladin, Gorum's Iron,
Displayed: Spiked Breastplate,
Deck: 8 Discard: 3 Buried: 2
Hero Points: 0
NOTES:
Available Support: Blessings are available w/o asking, as long as ""used well"" (Paladin for non-combat check against bane to add d8 +1 on top of the bless; Gorum's Iron for non-attack combat check; Empty Throne last)
Other: Local characters all get d4 and Magic against Undead and Outsiders.
Middle of Deck (Unknown Order): Cure (Core), Bodyguard, Holy Light (Core)
Recharged: Aid (Core), Divine Insight, Soothing Word, Balmberry, Fiery Glare (Core),
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Str +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outside or Undead bane, add 1d4 (□ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Con +2 and Perception: Wis +2.

Bigguyinblack |

During This Adventure: We Be Heroes?
Loot List | Story Banes
You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.).
During This Scenario: WBH-1B: Chicken Run-Act 2
Nestled in crude palisades, knights hurry between sagging tents. The ring of a blacksmith hurriedly striking iron sets a frantic pace. A grumpy human paladin stands at a war table improvised from barrels. He looks angry, though not yet at you.
A guard notices you and shouts, “Hey! We have goblins?” Her superior’s reply is garbled by the nervous whinny from the guard’s terrifying horse. The guard stares at you quizzically. “I dunno, they’re just standing here and... watching me.”
Maybe you should’ve made a plan. Getting the longshanks to follow you should be easy, though. Try to charm the angry one, maybe? You should probably stop standing here first.
Act 2: At the start of your turn, each character must succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled.
If Proxy B is displayed at your location, add 1 to your checks against banes this turn. Then display the proxy at the rightmost occupied location.
After a character encounters a non-summoned bane, any number of other characters may summon and encounter it.
In the reset step of any turn in which you did not move, you may reset and remove 1 of your scourges.
When the proxy is displayed at the leftmost location, you win.
Danger: Blasted Chicken
Villain: None
Henchmen: None
This scenario has two acts, Act 1 and Act 2. In both acts, you may not move on your move step. After you defeat a bane or acquire a boon, you may move. When you move, you may move only to an adjacent location.
Act 1: When Shiny Longshanks is defeated, display the story bane Blasted Chicken next to the scenario. At the end of the turn, if Shiny Longshanks was defeated using a combat check, display the Proxy A at the rightmost location; otherwise banish it and display Proxy B at the rightmost location. Then begin Act 2.
Blasted Chicken
Story Bane Monster 1
Traits
Aberration
Cockatrice
Check
Combat
12
Powers
Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled.
If undefeated, suffer the scourge Exhausted.
Story Bane Monster 1
Traits
Human
Paladin
Check
Combat
9
OR
Charisma
Diplomacy
Stealth
7
Powers
If defeated by a non-combat check, draw a new weapon or armor.
Additional Rules: Random Alchemical items for Mogmurch
Noxious Bomb
Core Item 0
Traits: Alchemical Attack Liquid Poison
To Acquire: Intelligence Craft 5
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card.
Acid Flask
Core Item 0
Traits: Acid Alchemical Attack Liquid
To Acquire: Intelligence Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card.
Scenario Level (#): 1
Turn: 42, Crimsi/AAUGHWHY
Monsters
Core
Monster 1
Traits:
Acid
Ooze
To Defeat:
Combat 9
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Core
Monster 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
Monster 0
Traits:
Skeleton
Undead
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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:
Animal
To Defeat:
Combat 11
If defeated by less than 4, or undefeated, suffer the scourge Wounded.
Barriers
Core
Barrier 1
Traits:
Skirmish
Undead
To Defeat:
None 0
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Core
Barrier 1
Traits:
Task
To Defeat:
Charisma
Diplomacy
Knowledge 7
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
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
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.
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 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:
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
Sword
To Acquire:
Strength
Stealth
Melee 4
For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.
Core
Weapon 0
Traits:
Hammer
Melee
To Acquire:
Strength
Melee 6
For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Spells
Core
Spell 0
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 7
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Core
Spell 0
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 4
For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 5
OR Wisdom
Divine 6
At the start of any turn or during any move step, banish to move a local character.
Banish to examine the top card of an occupied location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.
Armors
Core
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 6
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Core
Armor 0
Traits:
Heavy Armor
To Acquire:
Constitution
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
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:
Heavy Armor
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 1
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 6
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
Core
Item 0
Traits:
Object
To Acquire:
Wisdom
Survival 4
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Core
Item 0
Traits:
Acid
Alchemical
Attack
Liquid
To Acquire:
Intelligence
Craft 4
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
DURING RECOVERY
If proficient, you may succeed at a Craft 6 check to recharge this card.
Core
Item 1
Traits:
Magic
Object
To Acquire:
Wisdom
Divine 10
Bury to draw the hour. You may not play this during an encounter.
Core
Item 0
Traits:
Object
To Acquire:
Dexterity
Disable 4
When a local character encounters a monster, discard; they evade it.
Core
Item 0
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane 5
When you suffer Combat damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 1.
Allies
Core
Ally 0
Traits:
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
Ranger
To Acquire:
Charisma
Diplomacy
Ranged 4
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Core
Ally 0
Traits:
Arcanist
Human
To Acquire:
Charisma
Diplomacy
Knowledge 4
On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then shuffle the location, then you may explore.
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 0
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy
Perception 5
On a local Perception check, recharge to add 1d4.
Recharge to examine the top card of your location.
Discard to explore. This exploration, you may evade your encounters.
Blessings
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: Sarenrae
Divine
When this is the hour: When you heal, you may heal an additional card.
To Acquire:
Wisdom
Divine 4+#
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Hour Power: On your non-Attack combat check, add 1.
Current Hour:
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.
Hours Remaining: 6
Hourglass
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.
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.
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.
Shelyn's Song
Core
Blessing 1
Traits:
Deity: Shelyn
Divine
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Incitation
Core
Blessing 0
Traits:
Arcane
Divine
When this is the hour: No effect.
To Acquire:
Arcane
Divine 4
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Location #1: Trail
Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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
Item 0
Traits:
Attack
Fire
Magic
Staff
To Acquire:
Arcane
Divine 4
For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.
Core
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
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 0
Traits:
Fire
Obstacle
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Location #2: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 10
THEN Combat 11
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
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
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
Blessing 1
Traits:
Deity: Pharasma
Divine
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Core
Monster 1
Traits:
Demon
Outsider
To Defeat:
Combat 8
OR Arcane
Knowledge 6
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Location #3: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mogmurch/AbrahamZ., Kyra/Iceman91, Crimsi/AAUGHWHY, None
Core
Barrier 0
Traits:
Task
To Defeat:
Charisma
Diplomacy 5
OR Survival 7
If undefeated, suffer the scourge Dazed and end your turn.
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
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
Armor 1
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
Location #5: Cliff
Wild
At This Location: On your check, if any die shows a 1 or 2, count it as 0.
When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Core
Monster 1
Traits:
Human
Warrior
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
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.

AAUGHWHY's PACS Crimsi |

On Mogmurch's turn, fight the Azer. Reveal Heavy Crossbow for Ranged+1d10. Kyra, Location, and I add 1d4 each.
Combat 14: 2d10 + 3d4 + 2 ⇒ (4, 4) + (2, 1, 2) + 2 = 15 Move to Mountain
On Kyra's turn, I am entangled, so I'm not going to fight the Termite Swarm
My turn. Hour is Gorum's Iron: On your non-Attack combat check, add 1.
Scenario Entangled Roll Survival 5: 1d8 + 2 ⇒ (3) + 2 = 5 Not Entangled. Shiny Longshanks is at Ravine
Location Exhausted roll Survival 5: 1d8 + 2 ⇒ (3) + 2 = 5
If Mogmurch fights the Termite Swarm and moves to Mountain, I'll banish Elixir of Healing to heal him at this point
Free Explore. Mountain Card 1: Dire Boar. Reveal Flaming Shortbow for Ranged+1d6+1d4. Power adds 1d4.
Combat 10: 1d10 + 1d6 + 2d4 + 2 ⇒ (6) + (4) + (4, 1) + 2 = 17 Same dice for the next check
Combat 11: 1d10 + 1d6 + 2d4 + 2 ⇒ (8) + (6) + (3, 2) + 2 = 21 Defeated! Move to trail
Kyra and Mogmurch can also fight the Boar
Monster 1
Traits:
Animal
To Defeat:
Combat 10
THEN Combat 11
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
Discard Lookout to explore again. Trail Card 1: Guide.
CHA 6: 1d6 ⇒ 5 Banished
Recharge Elixir of Healing Craft 6: 1d6 + 3 ⇒ (5) + 3 = 8 Recharged, if it got used
"
Hand: Flaming Shortbow, Luckstone, Heavy Crossbow (Core), Light Crossbow (Core), Incitation,
Displayed: Elixir of Energy Resistance, Slick Leather,
Deck: 5 Discard: 6 Buried: 0
Hero Points: 0
NOTES:
Available Support: Incitation: discard to bless; freely discard if invokes fire, cold, electricity, acid, force
Light/Heavy Crossbow: Freely discard for +1d8 on distant combat
Middle of Deck (Unknown Order): Archer, Gorum's Iron, Heavy Shield
Recharged: Blast Stone (Core), Elixir of Healing,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: +1
Constitution d6 ☐ +1
Intelligence d6 ☐ +1 ☐ +2 ☐ +3
Craft: +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Survival: +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Bow Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon, [ ] Alchemical
POWERS:
At the start ([ ] or end) of your turn, you may examine the top card of a random location
For your check against a bane, you may use Craft instead of Disable, Fortitude, or Perception
On your check that invokes the Bow or Fire Trait, add 1d4 ([ ]1d6)
Entangled checks (not that they matter)
Mogmurch's turn Survival 5: 1d8 + 2 ⇒ (8) + 2 = 10
Kyra's turn Survival 5: 1d8 + 2 ⇒ (2) + 2 = 4

MogmurchZ. |

On Mogmurch's previous turn:
Mogmurch failed the check vs the Azer by 3, but +1 from Shiny Longshanks (per discussion in Discord) means he fails by 2. Kyra displays Mist Horn at Ravine, reducing damage there by 2. This means Mogmurch still had Alchemical Cartridges in hand as his only remaining card.
AA, fire dmg: 1d4 - 1 ⇒ (1) - 1 = 0
After Mogmurch fails his check against the Azer, he still has 1 card in hand: Alchemical Cartridges.
Kyra then avenges Mogmurch, defeating the Azer, but remaining at the Ravine. Ravine 1&2 are gone, and the location is not shuffled.
Mogmurch's turn ends, as posted earlier, but he draws one fewer card when resetting, since he still had one card in hand. Amfibier was previously reloaded in Mogmurch's deck by Crimsi, so randomly from the other cards currently listed in his hand: Immolate was not drawn and is returned to his deck. Mogmurch removes Entangled at the end of that turn.
Start of Kyra's turn: as rolled previously, Mogmurch becomes entangled (even after adding +1 from Longshanks). Receive Frog from Kyra. Then Kyra uses Balmberry on Mogmurch, removing Entangled and also healing him 1 card: Vulture is shuffled into Mogmurch's deck.
During Kyra's turn: after she fights the Termite Swarm, Mogmurch summons and encounters his own.
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.
Display Alchemical Cartridges
Longshanks adds +1
Ravine power increases DC by 1
Shuffle Alchemical Cartridges (instead of Hackbut) into deck
Ask Kyra to recharge Gorum's Iron to bless
Combat 10+1=11: 2d10 + 3 + 1d12 + 1 ⇒ (5, 1) + 3 + (3) + 1 = 13 Woah, close. Glad I used Kyra's blessing!
Although the monster was defeated by less than 4, it is a summoned monster and therefore has no location and therefore is not shuffled into the Ravine. (I hope that's correct).
Scenario power: Mogmurch moves to Mountain, joining Crimsi, who moved there after fighting summoned Azer.
Per Kyra's post: using Gorum's Iron means that she has Bodyguard in hand.
Start of Crimsi's turn, Con 5: 1d8 ⇒ 1 Mogmurch is entangled.
Crimsi sends Elixir of Healing to Recovery to heal Mogmurch: 1d4 + 1 ⇒ (1) + 1 = 2 Orison and Desna's Freedom are randomly pulled from discards and shuffled into deck.
Mogmurch is entangled, so he elects not to summon a Dire Boar.
During Crimsi's reset step, since Mogmurch didn't move, he removes his Entangled scourge.
It is the hour of Calistria's Sting
Hour Power: You may avenge by discarding a card.
At the start of your turn, each character must succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled.
Con 5: 1d8 ⇒ 2 Entangled
Mountain Power: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
Discard Prayer to Bless
Wis 4+1=5: 2d4 ⇒ (3, 4) = 7 Not exhausted
Free exploration
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
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.
Autofail the check to defeat. Ambush is banished.
Mogmurch is the only local character (Crimsi is at Trail and Kyra is at Ravine), so Mogmurch must be the one to summon and encounter a monster.
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.
Ambush power: -1 from each die
Bury Hackbut
Combat 9: 1d10 + 3 + 2d12 - 3 ⇒ (5) + 3 + (2, 11) - 3 = 18 Defeated
AA: Mogmurch's displayed Elixir of Energy Resistance reduces 1 Acid dmg to 0.
Mogmurch is entangled, so he can't move
Both Kyra and Crimsi can summon and encounter Ambush if they wish.
End turn
Reset Hand, drawing Orison and Immolate.
In the reset step of any turn in which you did not move, you may reset and remove 1 of your scourges. - Mogmurch removes Entangled.
Start of Kyra's turn, Con 5: 1d8 ⇒ 3 Entangled
Hand: Immolate (Core), Amfibier, Frog, Orison, Benefaction, Elixir of Energy Resistance 2,
Displayed: Elixir of Energy Resistance,
Deck: 5 Discard: 2 Buried: 3
Current Location: Mountain
Hero Points: 0; Paizo Merch Reroll: Used // Mogmurch Z. has the following scourges marked:Entangled:While Marked:
You cannot evade or move.When your location is closed, remove this scourge.
NOTES:
Available Support: Cards are available for use unless noted otherwise.Mogmurch power (ask): Discard Alchemical boon to add 2d6 + Fire to local combat
Immolate (ask): recovery to add 2d4 + Fire on local check vs Lock, Obstacle, or Skirmish barrier
Orison:
Benefaction:
Elixir of Energy Resistance - can be displayed to reduce energy dmg to a local character
Movement: Move me to X if my location closes.
Other: I can discard a card to add 1d6 (2d6 if Alchemical) + Fire to a local combat check
Middle of Deck (Unknown Order): Vulture, Blessing of Bark Breaker, Alchemical Cartridges, Deathbane Light Crossbow, Desna's Freedom
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Int +3
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: {Spell}
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors | ☐ Weapons (not yet)
POWERS:
You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.

Kyra - Iceman |

On Crimsi's turn:
Summon and encounter the Dire Boar while unentangled.
Recharge Spiked Breastplate, bless with The Empty Throne, Longshanks is at the Ravine, trigger the Hour.
Combat 11: 1d8 + 2 + 1d4 + 1d8 + 1 + 1 ⇒ (4) + 2 + (2) + (6) + 1 + 1 = 16
Reveal/recharge Earthbreaker, still have Longshanks and the Hour
Combat 12: 1d8 + 2 + 1d12 + 1 + 1 ⇒ (6) + 2 + (8) + 1 + 1 = 18 Both checks succeeded by the 4-pt margin - no damage
Move to Mountain using scenario power
On Mogmurch's turn:
Discard Prayer to bless the Entangled check.
Fortitude 5: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7
Reveal helm to ablate the acid damage from the Ooze.
Encounter Ambush, discarding Paladin to bless and add Diplomacy, plus Longshanks.
Perception 9: 1d10 + 3 + 1d10 + 1d8 + 1 + 1 ⇒ (5) + 3 + (8) + (4) + 1 + 1 = 22
Move to Trail using scenario power

Kyra - Iceman |

Hour of Cayden Cailean's Revelry
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
Start of turn, Longshanks moves to Mountain to catch up w/ Kyra and Mogmurch.
Entangled check: Fortitude 5: 1d6 + 2 ⇒ (1) + 2 = 3 Not much effect.
Free explore of Trail 2: Flame Staff
Divine 4 is automatic.
Discard Bodyguard to explore Trail 3: Ghoul
Reveal Flame Staff, turn undead
Combat 13 +1: 1d10 + 4 + 1d4 + 1d4 ⇒ (1) + 4 + (4) + (2) = 11
Discard flame staff to reroll the 1, per the hour
Combat 13 +1: 1d10 + 10 ⇒ (8) + 10 = 18
Trail is now nothing but banes
End turn, remove Entangled.
Draw up.
On Crimsi's turn:
Entangled check: Fortitude 5: 1d6 + 2 ⇒ (2) + 2 = 4
Cast Aid on Mogmurch's Entangled check for d4 +1
Hand: Soothing Word, Cure (Core), Holy Light (Core), Aid (Core), Divine Insight, Helm (Core),
Displayed:
Deck: 5 Discard: 8 Buried: 2
Hero Points: 0
NOTES:
Available Support: All spells are available without asking. Divine Insight will be played on any barrier Mogmurch encounters.
Other: Local characters all get d4 and Magic against Undead and Outsiders.
Middle of Deck (Unknown Order): 0
Recharged: Balmberry, Fiery Glare (Core), Gorum's Iron, Spiked Breastplate, Earthbreaker,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Melee: Str +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +3
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Cha +1
Favored Card: Blessing
Hand Size: 5 ☑ 6
Proficiencies:
Armor, Divine
POWERS:
On a local check against an Outside or Undead bane, add 1d4 (□ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Con +2 and Perception: Wis +2.

MogmurchZ. |

Entangled check at the start of Crimsi's turn, with Aid, Con 5: 1d8 + 1d4 + 1 ⇒ (5) + (3) + 1 = 9
Will summon whatever bane Crimsi comes up with, unless immune to Fire, so I can hopefully move to Trail before having to do the Mountain SoT again

AAUGHWHY's PACS Crimsi |

Hour is Orison: No Effect
Crimsi can see his tribe's home now, just a short distance more down the Trail. Unfortunately, he can also see a gigantic Card 4: Cave Bear blocking the way.
BA Survival 4: 1d8 + 2 ⇒ (5) + 2 = 7 For the combat, reveal Flaming Shortbow for Ranged+1d6+1d4. Power adds 1d4
Combat 14: 1d10 + 1d6 + 2d4 + 1 ⇒ (1) + (3) + (3, 1) + 1 = 9 Bury Luckstone to reroll
Combat 14: 1d10 + 1d6 + 2d4 + 1 ⇒ (3) + (3) + (1, 1) + 1 = 9 Oh ok... Bury Slick Leather to reduce the damage to 0
Mogmurch can summon and encounter the Cave Bear
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.
Crimsi tries to creep past the bear but Mogmurch's earlier comments about being sneaky were not unfounded. The bear notices and grabs Crimsi in its jaws before flinging him the rest of the way home. As he soars through the air, he sees the bear heading towards the Mountain.
Since it's all banes, I don't want to explore more than needed. If Mogmurch doesn't beat the bear, I can explore again to give him another shot at moving

MogmurchZ. |

Crimsi has stirred up a family of cave bears and one of them comes lumbering towards Mogmurch!
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.
Longshanks adds +1
Recharge (because hour is 0) to bless
BA Survival 3+1=4: 2d4 + 1 ⇒ (2, 3) + 1 = 6
Longshanks adds +1
Send Immolate to Recovery
Discard Elixir of Energy Resistance 2 for Mogmurch power
Combat 11+1+1=13: 1d8 + 3 + 2d4 + 1 + 2d6 ⇒ (3) + 3 + (3, 1) + 1 + (2, 1) = 14 Wow, too close, but good enough!
Mogmurch blasts the poor mama bear into a million pieces with a fiery bomb and jogs on ahead to catch up with his comrades at the Trail.
Scenario power: after defeating bane, move to Trail.
I think this means we win? Do we need to do anything else?
Recharge Immolate? Arcane 7: 1d8 + 3 ⇒ (6) + 3 = 9
"
Hand: Amfibier, Frog, Benefaction,
Displayed: Elixir of Energy Resistance,
Deck: 7 Discard: 3 Buried: 3
Current Location: Trail
Hero Points: 0; Paizo Merch Reroll: Used // Mogmurch Z. has the following scourges marked:Entangled:While Marked:
You cannot evade or move.When your location is closed, remove this scourge.
NOTES:
Available Support: Cards are available for use unless noted otherwise.Mogmurch power (ask): Discard Alchemical boon to add 2d6 + Fire to local combat
Immolate (ask): recovery to add 2d4 + Fire on local check vs Lock, Obstacle, or Skirmish barrier
Orison:
Benefaction:
Elixir of Energy Resistance - can be displayed to reduce energy dmg to a local character
Movement: Move me to X if my location closes.
Other: I can discard a card to add 1d6 (2d6 if Alchemical) + Fire to a local combat check
Middle of Deck (Unknown Order): Vulture, Blessing of Bark Breaker, Deathbane Light Crossbow, Alchemical Cartridges, Desna's Freedom
Recharged: Orison, Immolate (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dex +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Int +3
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: {Spell}
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors | ☐ Weapons (not yet)
POWERS:
You may discard a card to add 1d6 (☐+1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical (☐ or Attack or Poison) trait, add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill.

Bigguyinblack |

DEVELOPMENT:
You stumble out from darkness over jagged stones. The echo of a thousand undead feet shakes the tunnel, covering the paladins’ shining armor in a thick layer of dust. They blink, squinting at the sudden light. The sun reaches down through the trees and gently brushes the dust from the awestruck paladins.
Chief Velkik emerges from the underbrush and raises a hand-carved statuette of a woman with feathery wings, her arms outstretched at her side: Sarenrae. “Sun say you help Crookedtoes tribe. We help you. Now you help us.” They seem skeptical. But the conversation is cut short as the first wave of undead arrives. A rotting hound pounces on the unluckiest of Chief Velkik’s guards. Rips off his head and swallows it in one gulp. Just the kind of challenge for real heroes like you.
SCENARIO REWARD:
Each character gets a new level 1 blessing. Characters may choose a bonus deck upgrade.
Each character gets a hero point.
ADVENTURE REWARD:
Each player may add to any of their Class Decks the promo spell Embiggen and/or the promo blessing The Real Rabbit Prince.
ACQUIRED CARDS:
Fox (Ally 1)
Frog (Ally 0)
Helm (Armor 0)
Spiked Breastplate (Armor 0)
Heavy Shield (Armor 0)
Gorum's Iron (Blessing 1)
Desna's Freedom (Blessing 1)
Orison (Blessing 0)
Elixir of Healing (Item 0)
Luckstone (Item 0)
Blast Stone (Item 0)
Flame Staff (Item 0)
Elixir of Energy Resistance (Item 0)
Allying Dart (Weapon 1)

MogmurchZ. |

Mogmurch will spend his hero point to take Card Feat: Item.
Ally 1: 1d1000 ⇒ 605 Replace Amfibier with Bodyguard
Weapon 1: 1d1000 ⇒ 64 Replace Light Crossbow with Flaming Shortbow
Blessing 1: 1d1000 ⇒ 175 replace Blessing of the Gobs with Blessing of Hadregash
Since it looks like plentiful Blessing 1 cards, will take one of those for the bonus upgrade: Replace Prayer with Pharasma's Knowing
Card Feat (Item): add Item 0 - Noxious Bomb
Replacements for two banished cards (Elixir of Healing and Acid Flask): Elixir of Healing and Acid Flask

Kyra - Iceman |

I'll use the hero point for a card feat (Ally).
I'll just take two blessing 1s.
I'll have to think about whether I want to give the adventure reward to a different character or to Kyra.
CD Balazar with Embiggen would be fun (2d20 for padrig's combat checks), but he's already tier 5 so he'll be done soon.