[PACG] Season 7+ Playtest [MorkXII] (Inactive)

Game Master MorkXII


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Radovan's Deck Handler

The hour of The Healing Light
When this is the hour: Characters cannot suffer scourges.
Remain at TP2.

Explore:

Invisible Wall:
Barrier 2
Traits
Lock
Magic
Trigger

Check
Arcane
Divine
Perception
9

Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.

Recharge BotQuartermaster to bless.
Perception 9: 2d8 + 2 ⇒ (8, 3) + 2 = 13 defeated

Free explore from defeated barrier:

Diseased Rats:
Monster 2
Traits
Animal
Swarm
Disease

Check
Combat
13
OR
Stealth
Survival
9

Powers
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

Reveal Venomous Fighting Fan +1, Radovan's power adds 1d6, Fell Viridio adds 2+Poison, Norge adds 1+Fire.
Combat 13: 1d8 + 6 + 1d4 + 1 + 1d6 + 2 + 1 ⇒ (8) + 6 + (4) + 1 + (6) + 2 + 1 = 28 defeated & banished

Discard Torius Vin to explore:

Cotct Gargoyle:
Monster 4
Traits
Gargoyle

Check
Combat
21

Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.

Reveal and recharge Venomous Fighting Fan +1, Radovan's power adds 1d6, Fell Viridio adds 2+Poison, Norge adds 1+Fire.
Combat 21+4=25: 1d8 + 6 + 1d4 + 1 + 1d12 + 1d6 + 2 + 1 ⇒ (2) + 6 + (4) + 1 + (7) + (6) + 2 + 1 = 29 defeated & banished

Discard Wayfinder to examine the top card of the location, choose not to shuffle, then explore:

Orc Rager:
Monster 2
Traits
Orc
Barbarian
Veteran

Check
Combat
10+##

Powers
Before acting, suffer 1d4 Combat damage.

BA Combat damage: 1d4 ⇒ 3 Discard Double Chicken Saber +1 and Cloak of Daggers for damage. Display a monster next to Quang: Emporer Cobra (M3).
Radovan's power adds 1d6+1d4, FV adds 2+Poison, Norge adds 1+Fire. Seoni plays Enervation to decrease the difficulty by: 2d4 ⇒ (3, 3) = 6
Combat 10+##-6=12: 1d8 + 1d6 + 1d4 + 2 + 1 ⇒ (5) + (5) + (4) + 2 + 1 = 17 defeated
Attempt to close location. Banish Emporer Cobra displayed next to Quang. Seoni recharges The First to bless.
Wisdom 5+#=9: 3d6 + 3 ⇒ (3, 2, 6) + 3 = 14 success
Twisting Passages 2 closed.
Radovan moves to a random location: 2 + 1d3 ⇒ 2 + (2) = 4 Twisting Passages 4

End turn & reset hand.

Radovan wrote:

Hand: Alaeron, Snick, Zae, Appleslayer, Blessing of Kofusachi, Salvator Scream (acq),

Displayed:
Deck: 7 Discard: 8 Buried: 2
Current Location: Twisting Passages 4
Hero Points: 0
Dice Re-Roll Used for 4C2?: Y
NOTES:
Available Support: Salvator Scream for local Know or Perc. Alaeron for local Combat. Kofusachi will be recharged when the hour lists Constitution to draw Stormrune Knife.
Current Devil Form(s) Displayed:
Fell Viridio:
Norge:
Quang:

Skills and Powers:
SKILLS

Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Acrobatics: Dexterity +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Charisma +2
Perception: Charisma +2

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS: Pitbound Bodyguard (Role)
At the start of the scenario, display any 1 devil form ( [ X ] or 2 devil forms) ( [ X ] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ X ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to displayed devil form.


Deck Handler

Played Enervation and the First. Shuffling on recovery.

Turn 11: The hour is The Eclipse
On your Intelligence or Wisdom check, the difficulty is increased by 3.

Start of turn: Draw: The First, Enervation
Recharge: The Unicorn, Magical Mansion

Free exploration: Blackjack’s Gear
The First, Create Mindscape, +3 Difficulty of the hour
Perception 13+3=16: 1d8 + 3 + 1d8 + 1d4 ⇒ (8) + 3 + (3) + (4) = 18
Success
Acquired

Discard Blessing of Nethys to examine: Shock Kukri, Naval Hearo
Switch the order
Explore: Naval Hero
Diplomacy 9: 1d12 + 5 + 1d4 ⇒ (10) + 5 + (4) = 19
Success
Acquired

Ending my turn.

Seoni wrote:

Hand: Enervation, Coordinated Blast, Blackjack's Gear, Codex of Conversations, Naval Hero, Apprentice,

Displayed: Create Mindscape,
Current Location: Twisting Passages 3

Deck: 14 Discard: 1 Buried: 0
NOTES:
Available Support: Reroll used.
Other: HP: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Knock, Wand of Enervation, Channel the Gift, Enervation (Loot), Spell Dagger, Acadamae Student, Riftwarden, Cleric of Nethys, The Eclipse, Duskwarden Ranger (Loot), Fly
Recharged: The Unicorn, Magical Mansion, The First,
Discard Pile: Blessing of Nethys,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge: Inelligence+1
Arcane: Charisma +2
Diplomacy: Charisma +2
Perception: Intelligence +2

Favored Card: Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
☑ Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4.
☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
☐ After your location is shuffled, you may examine its top card.


During This Adventure: Adventure 4: Buried Treasures

Build the Vault:

  • The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 and 1 non-Veteran banes and you may remove any Level 0 and 1 non-Veteran boons.

    During this Adventure:

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • Scenarios 4C1: Healthy Competition and 4C2: Brook No Rival offer a choice for the party regarding how to approach [...]. Run only one of these scenarios: Healthy Competition if the party wishes [...], or Brook No Rival if they choose to [...].

    During This Scenario: 7-4C2: Brook No Rival

  • Harrow Suit: Shields

    STORY BANES:

  • Danger: Inferno Trap
  • Closing Henchmen: Orc Marauder-Proxy A, Orc Ragers-Proxy B

    SETUP:

  • Before building the locations, set aside the monster Orc Rager; treat it as a story bane monster. When building the locations, build a number of Twisting Passages locations equal to the number of characters + 1.

    DURING THIS SCENARIO:

  • A character may not start at or move to a location that has more than 1 character. If moved to a location that has more than 1 character, randomly choose another location.
    Orc Rager:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Monster 2
    Spoiler:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

    Powers
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.

    Monster 3
    Spoiler:
    Quivering Cube
    Monster 2

    Traits
    Ooze
    Obstacle

    Check
    Combat
    12
    OR
    Craft
    9

    Powers
    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.

    Monster 4
    Spoiler:
    Infantry Devil
    Monster 2

    Traits
    Outsider
    Devil

    Check
    Combat
    14
    OR
    Arcane
    9

    Powers
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.

    Monster 5
    Spoiler:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

    Powers
    Before acting, each local character suffers 1 Combat damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Symbol Of Fear
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.

    Barrier 2
    Spoiler:
    Eternal Glyphs
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Intelligence
    Knowledge
    13
    OR
    Disable
    12

    Powers
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.

    Barrier 3
    Spoiler:
    Snake Oil Seller
    Barrier 2

    Traits
    Task

    Check
    Intelligence
    Craft
    6
    OR
    Wisdom
    8

    Powers
    When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
    If undefeated, bury the top card of your deck and suffer the scourge Poisoned.

    Barrier 4
    Spoiler:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

    Barrier 5
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Acrobatics
    6+#
    OR
    Constitution
    Craft
    Fortitude
    7+#

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Vicious Scythe
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Lucky Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    11

    Powers
    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.

    Weapon 3
    Spoiler:
    Flaming Mace
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Weapon 4
    Spoiler:
    Humanbane Rapier
    Weapon 2

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    11

    Powers
    For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

    Weapon 5
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Random Spells:
    Spell 1
    Spoiler:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    Freely display next to a local character and choose a skill. While displayed:
    • On their checks using that skill, add 1+#.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Spell 2
    Spoiler:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    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.

    Spell 3
    Spoiler:
    Wall Of Light
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Loot

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
    • On another local character’s combat check, add 1d4 and the Magic trait.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 4
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.

    Spell 5
    Spoiler:
    Clairvoyance
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    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 combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

    Armor 2
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    • On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.

    Armor 3
    Spoiler:
    Grounded Studded Leather
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
    • When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

    Armor 4
    Spoiler:
    Gray Maiden Plate
    Armor 2

    Traits
    Heavy Armor
    Gray Maiden
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    • 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.

    Armor 5
    Spoiler:
    Corpse Plate
    Armor P3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • You may evade Undead monsters you encounter.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Dust Of Revealing
    Item 4

    Traits
    Craft
    Object
    Magic

    Check
    Intelligence
    Arcane
    Divine
    11

    Powers
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Item 2
    Spoiler:
    Marked Cards
    Item 3

    Traits
    Tool
    Magic
    Gambling

    Check
    Intelligence
    Craft
    Disable
    10

    Powers
    Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
    Discard to examine the bottom 3 cards of any location and return them in any order.

    Item 3
    Spoiler:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

    Powers
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.

    Item 4
    Spoiler:
    Ring Of Protection
    Item 2

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    9

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

    Item 5
    Spoiler:
    Ring Of Evasion
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

    Powers
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.

    Random Allies:
    Ally 1
    Spoiler:
    Riding Allosaurus
    Ally 2

    Traits
    Animal
    Mount
    Loot

    Check
    Wisdom
    Charisma
    Survival
    14

    Powers
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.

    Ally 2
    Spoiler:
    Nightspear
    Ally 4

    Traits
    Outsider
    Agathion
    Healing

    Check
    Wisdom
    Survival
    11
    OR
    Divine
    9

    Powers
    At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

    Ally 3
    Spoiler:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

    Powers
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

    Ally 4
    Spoiler:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Ally 5
    Spoiler:
    Korvosan House Drake
    Ally 2

    Traits
    Dragon

    Check
    Wisdom
    Arcane
    Survival
    9

    Powers
    On a local combat check, recharge to add 1d6 and the Mental trait.
    Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When at least 3 types of boon are played on any check, a character may draw a card.

    On another character’s check, discard to bless twice.
    Discard to explore.

    Blessing 2
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessing 3
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessing 4
    Spoiler:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may recharge any number of cards then reset.

    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

    Blessing 5
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer a scourge on your turn, each local character suffers it.

    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Turn: 12 Sajan/Cartmanbeck

    Top of Blessing Discard Pile: The Cricket - When this is the hour: When a character moves on their turn, each other local character may move with them.

    Top Blessing:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Ak)
    Spoiler:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter an ally.

    On a local check, discard to bless.
    The character attempting the check may add another local character’s die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Blessings Deck Card 2 (Turn 14 Radovan)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 3 (Turn 15 Seoni)
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Deck Card 4 (Turn 16 Sajan)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 5 (Turn 17 Ak)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, you may recharge a card to add your Intelligence die.

    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 6 (Turn 18 Radovan)
    Spoiler:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

    Powers
    WHEN THIS IS THE HOUR
    Before acting against a story bane monster, draw 1 card then discard 1 card.

    On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
    Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.

    Blessings Deck Card 7 (Turn 19 Seoni)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Blessings Deck Card 8 (Turn 20 Sajan)
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would fail a check, you may bury 1 card to reroll 1 die.

    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.

    Blessings Deck Card 9 (Turn 21 Ak)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 10 (Turn 22 Radovan)
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

    Powers
    WHEN THIS IS THE HOUR
    When you play a blessing, you may give a card to any character.

    On any check, freely discard to reroll.
    Discard to move, then explore.

    Blessings Deck Card 11 (Turn 23 Seoni)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you close your location, instead of banishing its cards, shuffle them into a random other location.

    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Blessings Deck Card 12 (Turn 24 Sajan)
    Spoiler:
    The Eternal Rose
    Blessing 3

    Traits
    Deity: Shelyn
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster, you may evade it.

    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.

    Blessings Deck Card 13 (Turn 25 Ak)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 14 (Turn 26 Radovan)
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessings Deck Card 15 (Turn 27 Seoni)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 16 (Turn 28 Sajan)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    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.

    Blessings Deck Card 17 (Turn 29 Ak)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Twisting Passages
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Twisting Passages 2
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Twisting Passages 3
    Traits: Underground, Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Seoni

    Twisting Passages 3 Card 1:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Twisting Passages 3 Card 2:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    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.

    Twisting Passages 3 Card 3:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

    Powers
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.

    Twisting Passages 3 Card 4:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Twisting Passages 3 Card 5:
    Guardian Door
    Barrier 2

    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Twisting Passages 3 Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Twisting Passages 4
    Traits: Underground, Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M:3 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Sajan, Radovan

    Twisting Passages 4 Card 1:
    Blue War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    4

    Powers
    Display. While displayed:
    • When you defeat a monster, after the encounter, you may discard a card to move.
    • When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Twisting Passages 4 Card 2:
    Vampire Spawn
    Monster 2

    Traits
    Undead
    Vampire

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.

    Twisting Passages 4 Card 3:
    Keen Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    12

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    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.

    Twisting Passages 4 Card 4:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    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.

    Twisting Passages 4 Card 5:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

    Twisting Passages 4 Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Twisting Passages 5
    Traits: Underground, Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M:2 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Ak

    Twisting Passages 5 Card 1:
    Orc Marauder
    Story Bane Monster 4

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    20+#

    Powers
    Armor cards cannot be played to reduce damage this encounter.
    Before acting, suffer 1d4 Melee Combat damage.

    Twisting Passages 5 Card 2:
    Duskwarden Ranger
    Ally 3

    Traits
    Loot
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    10
    OR
    Perception
    Ranged
    8

    Powers
    Reload to examine the top card of your location, then you may shuffle your location.
    Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.

    Twisting Passages 5 Card 3:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.

    Twisting Passages 5 Card 4:
    Mimic
    Monster 2

    Traits
    Aberration
    Trap

    Check
    Combat
    15
    OR
    Wisdom
    Perception
    9

    Powers
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Twisting Passages 5 Card 5:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

    Powers
    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.

  • Silver Crusade RPG Superstar 2014 Top 16

    Sajan at TP4. Hour is The Cricket.

    Explore to find Blue War Paint. Reveal Belt of Phys Prow.
    Melee 4: 1d8 + 2 ⇒ (7) + 2 = 9 Acquired.

    Archer to explore again. Vampire Spawn. I'll use my Sawtooth Saber and reveal the belt again. I'll also discard the weapon to add 1d8+4.
    Combat 15: 1d8 + 4 + 1d6 + 2 + 1 + 1d8 + 4 + 1d4 ⇒ (5) + 4 + (6) + 2 + 1 + (8) + 4 + (4) = 34 Very defeated.

    Gang Enforcer to explore again. Keen Starknife.
    Acrobatics 12: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 Nice! Acquired.

    I'll discard that useless War Paint and end my turn.

    "

    Sajan wrote:

    Hand: Keen Starknife, Orision 2, Belt of Physical Prowess, The Crows, Keen Rapier, Gem of Physical Prowess,

    Displayed:
    Deck: 6 Discard: 9 Buried: 0
    Hero Points: 1
    Reroll: Not used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thieves' Tools, Orison, Lookout, The Locksmith
    Recharged: Desna's Freedom, The Father of Creation,
    Discard Pile: The Joke, Master of Masters, Noble, The Keep, The Eternal Rose, Sawtooth Saber, Archer, Gang Enforcer, Blue War Paint,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +1
    Acrobatics: Dexterity +2
    Fortitude: Constitution +2
    Perception: Wisdom +1

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 ([X] 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. ([ ] A local character may do so on your check.)
    When you suffer ([X] or a local character suffers) Combat (☐ or any) damage, reduce it by 1. ([ ] Before you discard cards as damage, you may reload up to 2 cards.)
    [ ] Gain the skill Melee: Strength +3 and you are proficient with Melee weapons.
    [ ] Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged weapons.
    [ ] On your check, you may recharge an item ([ ] or a boon) to reroll a die.
    Rewards:
    For the rest of the Adventure Path, when you avenge, do not apply effects that happen when the bane is undefeated.
    Choose a type of boon <BLESSING>. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside one boon of that type until the end of the scenario.
    Each character, at the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.
    Max card feats increased by 1.

    "


    Hour: At the start of your turn, summon and encounter an ally.

    Ally: Hippogriff Fledgling
    Discard Desna's Freedom to bless
    Survival 11: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (4) = 11 Acquired.

    Explore: Orc Marauder
    BA Melee damage: 1d4 ⇒ 1 Discard Glamered Leather Armor.
    Reveal Venomous Dagger, using Stealth. Recharge it for +d12. Reveal Stalking ARmor for +2. Recharge Hippogriff Fledgling for +d10. +1 from Banner.
    Combat 20+#=24: 1d8 + 5 + 1d12 + 2 + 1d10 + 1 ⇒ (2) + 5 + (11) + 2 + (8) + 1 = 29 Defeated.

    Close:
    Asking Radovan for Blessing of Kofusachi
    Survival 5+#=9: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (5) = 9 Recharge hand for +5 Closed.
    Move to TP 3.

    Draw up to 7.

    Ak wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    DEXTERITY d8 +4
    Stealth +1
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d8
    WISDOM d6
    Survival +1
    CHARISMA d4

    Powers
    Survivor
    Hand Size 5
    Proficient with Light Armors | Weapons
    Start each scenario with this side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you succeed at a check to defeat, flip this role card.
    When you reset your hand, you may treat your hand size as 3, 4, or 5 ([X1] or 2 or 6) ([X3] or 1 or 7) ([X4] or 0 or 8) until the end of the turn. (☐ If you treat your hand size as 3 or less, you may recharge a random card from your discard pile.)
    When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 ([X2] or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.)
    ☐ When you encounter a bane, you may recharge a card to evade it. (☐ Then you may draw a card.)
    ☐ Add 1d6 to your check to acquire an armor or an item (☐ or a weapon or a blessing).
    ☐ Reduce damage dealt to you by a power that happens before or after you act by 1 (☐ 1d4).

    Chief
    Hand Size 5
    Proficient with Light Armors | Weapons
    Start each scenario with the other side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you attempt a check to defeat and do not succeed by at least 5, flip this role card.
    When you reset your hand, you may treat your hand size as 3, 4, or 5 ([X1] or 2 or 6) ([X3] or 1 or 7) (☐ or 0 or 8) until the end of the turn.
    When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 ([X2] or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.) (☐ After rerolling, you may draw a card) (☐ or 2 cards).
    [X4] When you defeat a monster (☐ or a barrier), you may draw a card (☐ from your deck or from the discard pile of another character at your location).
    ☐ When you play (☐ or any character plays) a blessing on your check, add d12 instead of the normal die.

    Favored Card Type: None
    Weapon 3 ☐ 4 ☐ 5
    Spell 0
    Armor 2 ☐ 3 ☐ 4
    Item 3 [X5] 4 ☐ 5 (+1 Bonus)
    Ally 1 [X2] 2 [X3] 3 [X4] 4
    Blessing 6 [X1] 7

    Hand: Goblin Pickles, Red Mantis Mask, Leech, Sergeant-at-arms, Xoff, Blessing of the Gobs, Master of Masters
    Displayed: Banner Of The Ancient Kings
    Deck: 10 Discard: 5 Buried: 2
    Hero Points: 3 Shirt Reroll Available (7-4C2): No
    Notes: Role: Survivor
    Hero point spent in c2
    Sergeant-at-arms:
    Sergeant-at-arms
    Ally 2

    Traits
    Human
    Soldier

    Checks
    Charisma
    Diplomacy
    Knowledge
    10

    Powers
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

    Xoff:
    Xoff
    Ally 1

    Traits
    Goblin
    Ranger

    Checks
    Wisdom
    Perception
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to evade your encounter; another character at your location may encounter the card.
    Discard this card to examine the top 3 cards of your location deck. Put any monsters back in any order, then the rest of the cards in any order; then explore your location.

    Blessing of the Gobs:
    Blessing of the Gobs
    Blessing B

    Traits
    Divine
    Basic

    Powers
    You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
    You may treat this card as if it had the same powers as the top card of the blessings discard pile.
    If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.


    During This Adventure: Adventure 4: Buried Treasures

    Build the Vault:

  • The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 and 1 non-Veteran banes and you may remove any Level 0 and 1 non-Veteran boons.

    During this Adventure:

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • Scenarios 4C1: Healthy Competition and 4C2: Brook No Rival offer a choice for the party regarding how to approach [...]. Run only one of these scenarios: Healthy Competition if the party wishes [...], or Brook No Rival if they choose to [...].

    During This Scenario: 7-4C2: Brook No Rival

  • Harrow Suit: Shields

    STORY BANES:

  • Danger: Inferno Trap
  • Closing Henchmen: Orc Marauder-Proxy A, Orc Ragers-Proxy B

    SETUP:

  • Before building the locations, set aside the monster Orc Rager; treat it as a story bane monster. When building the locations, build a number of Twisting Passages locations equal to the number of characters + 1.

    DURING THIS SCENARIO:

  • A character may not start at or move to a location that has more than 1 character. If moved to a location that has more than 1 character, randomly choose another location.
    Orc Rager:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

    Powers
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

    Monster 2
    Spoiler:
    Bloodbug Swarm
    Monster 4

    Traits
    Animal
    Swarm

    Check
    Combat
    10
    THEN
    Combat
    11
    THEN
    Combat
    12

    Powers
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

    Monster 3
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

    Powers
    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.

    Monster 4
    Spoiler:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    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.

    Monster 5
    Spoiler:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

    Powers
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Random Barriers:
    Barrier 1
    Spoiler:
    Captive Horror
    Barrier 2

    Traits
    Trigger
    Lock
    Skirmish

    Check
    Wisdom
    Disable
    Stealth
    9

    Powers
    When examined, encounter this barrier.
    If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.

    Barrier 2
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    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.

    Barrier 3
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Barrier 4
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Barrier 5
    Spoiler:
    Thunderstorm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None
    0

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.

    Weapon 2
    Spoiler:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
    On a distant character’s combat check, freely reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Weapon 4
    Spoiler:
    Vicious Scythe
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Wounding Spear-axe
    Weapon 3

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Random Spells:
    Spell 1
    Spoiler:
    Restorative Touch
    Spell 3

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spell 2
    Spoiler:
    Giant Form
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

    Powers
    Display next to a local character.
    While displayed:
    • This character’s Strength and Constitution skills are 1d12+4.
    • On this character’s Strength checks, add 1d4.
    • At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.

    Spell 3
    Spoiler:
    Heat Metal
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    7

    Powers
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

    Spell 4
    Spoiler:
    Aspect Of The Monkey
    Spell 2

    Traits
    Magic
    Divine
    Animal

    Check
    Wisdom
    Divine
    7

    Powers
    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.

    Spell 5
    Spoiler:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 2
    Spoiler:
    Shield Of Resistance
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 3
    Spoiler:
    Magic Full Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    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.

    Armor 4
    Spoiler:
    Brute Force Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    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.

    Armor 5
    Spoiler:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Drums Of Haste
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    8

    Powers
    At the end of a local character’s move step, display at your location.
    While displayed:
    • At the end of each turn, local characters may move, and distant characters may move here.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    Item 2
    Spoiler:
    Ring Of Evasion
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

    Powers
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.

    Item 3
    Spoiler:
    Plaguebringer’s Mask
    Item 2

    Traits
    Accessory
    Magic
    Disease

    Check
    Intelligence
    Craft
    11

    Powers
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

    Item 4
    Spoiler:
    Circlet Of Mental Acuity
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

    Item 5
    Spoiler:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

    Powers
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

    Random Allies:
    Ally 1
    Spoiler:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

    Powers
    On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.

    Ally 2
    Spoiler:
    Jasan Adriel
    Ally 4

    Traits
    Human
    Spy

    Check
    Charisma
    Diplomacy
    11
    OR
    Knowledge
    10

    Powers
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.

    Ally 3
    Spoiler:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

    Powers
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards’ before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

    Ally 4
    Spoiler:
    Duskwarden Ranger
    Ally 3

    Traits
    Loot
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    10
    OR
    Perception
    Ranged
    8

    Powers
    Reload to examine the top card of your location, then you may shuffle your location.
    Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.

    Ally 5
    Spoiler:
    Riding Allosaurus
    Ally 2

    Traits
    Animal
    Mount
    Loot

    Check
    Wisdom
    Charisma
    Survival
    14

    Powers
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.

    Random Blessings:
    Blessing 1
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may reveal any number of weapons; for each, add 1.

    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.

    Blessing 2
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    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.

    Blessing 3
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Animal or Elemental card, add 1d4.

    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.

    Blessing 4
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    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.

    Blessing 5
    Spoiler:
    The Worldbreaker
    Blessing 3

    Traits
    Deity: Rovagug
    Divine

    Check
    Banish A Boon
    0

    Powers
    WHEN THIS IS THE HOUR
    You may banish a random blessing from your discards to explore.

    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.

    Turn: 14 Radovan/Wilderredbeard

    Top of Blessing Discard Pile: Pharasma’s Knowing - When this is the hour: On your check against an Undead card, add 1d6.

    Top Blessing:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.


    Blessings Remaining: 15
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Seoni)
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Deck Card 2 (Turn 16 Sajan)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 3 (Turn 17 Ak)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, you may recharge a card to add your Intelligence die.

    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 4 (Turn 18 Radovan)
    Spoiler:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

    Powers
    WHEN THIS IS THE HOUR
    Before acting against a story bane monster, draw 1 card then discard 1 card.

    On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
    Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.

    Blessings Deck Card 5 (Turn 19 Seoni)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Blessings Deck Card 6 (Turn 20 Sajan)
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would fail a check, you may bury 1 card to reroll 1 die.

    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.

    Blessings Deck Card 7 (Turn 21 Ak)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 8 (Turn 22 Radovan)
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

    Powers
    WHEN THIS IS THE HOUR
    When you play a blessing, you may give a card to any character.

    On any check, freely discard to reroll.
    Discard to move, then explore.

    Blessings Deck Card 9 (Turn 23 Seoni)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you close your location, instead of banishing its cards, shuffle them into a random other location.

    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Blessings Deck Card 10 (Turn 24 Sajan)
    Spoiler:
    The Eternal Rose
    Blessing 3

    Traits
    Deity: Shelyn
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster, you may evade it.

    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.

    Blessings Deck Card 11 (Turn 25 Ak)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 12 (Turn 26 Radovan)
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessings Deck Card 13 (Turn 27 Seoni)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 14 (Turn 28 Sajan)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    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.

    Blessings Deck Card 15 (Turn 29 Ak)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Twisting Passages
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Twisting Passages 2
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Twisting Passages 3
    Traits: Underground, Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Seoni, Ak

    Twisting Passages 3 Card 1:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Twisting Passages 3 Card 2:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    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.

    Twisting Passages 3 Card 3:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

    Powers
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.

    Twisting Passages 3 Card 4:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Twisting Passages 3 Card 5:
    Guardian Door
    Barrier 2

    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Twisting Passages 3 Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Twisting Passages 4
    Traits: Underground, Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Sajan, Radovan

    Twisting Passages 4 Card 1:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    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.

    Twisting Passages 4 Card 2:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

    Twisting Passages 4 Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Twisting Passages 5
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Radovan's Deck Handler

    Off turn: Discard BoKofusachi for Ak's check.

    Start of turn: The hour of Pharasma's Knowing
    When this is the hour: On your check against an Undead card, add 1d6.
    Reveal Snick to recharge Torius Vin from discards.
    Remain at Twisting Passages 4.

    Discard Salvator Scream to draw the top card of the hourglass: Zon-Kuthon's Pain (Bl2). Hours shifted by 1.
    Explore:

    Spectre:
    Monster 2
    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    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.

    Radovan's power adds 1d4+1d6, discard Alaeron to add 1d6+Fire. Norge adds 1+Fire.
    Combat 14: 1d8 + 2d6 + 1d4 + 1 ⇒ (3) + (3, 4) + (2) + 1 = 13 undefeated
    Discard Appleslayer for damage, suffer scourge Drained.

    End turn. Bury Zon-Kuthon's Pain to remove Drained. Reset hand.

    Radovan wrote:

    Hand: Stormrune Knife, Staff of Minor Healing (c), Snick, Zae, Keren Rhinn, Rodrick,

    Displayed:
    Deck: 4 Discard: 11 Buried: 3
    Current Location: Twisting Passages 4
    Hero Points: 0
    Dice Re-Roll Used for 4C2?: Y // Radovan has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

    At the end of your turn, you may bury a Divine boon to remove this scourge.


    NOTES:
    Current Devil Form(s) Displayed:
    Fell Viridio:
    Norge:
    Quang:

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Acrobatics: Dexterity +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Charisma +2
    Perception: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS: Pitbound Bodyguard (Role)
    At the start of the scenario, display any 1 devil form ( [ X ] or 2 devil forms) ( [ X ] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 ([ X ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
    ☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to displayed devil form.

    At the start of Seoni's turn, recharge Staff of Minor Healing to recharge a random discarded card: Blessing of Abadar.


    Deck Handler

    Turn 15: The hour is Zon-kuthon’s Pain
    After discarding any number of cards as damage, draw a card.
    .
    .
    .

    Start of the turn: Draw: Channel the Gift, Knock
    Recharge: Black Jack's Gear, Knock

    Channel the Gift to get: Enervation

    Free exploration: Shock Kukri
    Strength 12: 0 = 0
    Fail
    Banished

    Discard Naval Hero to explore: Unseen Sentinel
    Codex of Conversations Naval Hero: Diplomacy 9: 1d12 + 5 + 1d4 ⇒ (9) + 5 + (4) = 18
    Success
    Recharged
    Create Mindscape
    BA Perception 7: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (3) = 14
    Success
    Force Blast (Coordinated Blast), Create Mindscape
    Combat 11: 1d12 + 5 + 2d4 + 3 + 1d4 ⇒ (1) + 5 + (4, 3) + 3 + (1) = 17
    Success
    Defeated

    Discard Apprentice to explore: Cytillipede
    Codex of Conversations Apprentice: Diplomacy 8: 1d12 + 5 + 1d4 ⇒ (9) + 5 + (4) = 18
    Success, Recharged
    Create Mindscape, Ask Ak for Seargant-At-Arms
    Wisdom 7: 1d6 + 1d4 + 1d6 ⇒ (4) + (1) + (3) = 8
    Success
    Force Blast (Enervation), Create Mindscape, Enervation
    Enervation: 2d4 ⇒ (2, 1) = 3
    Combat 16-3=13: 1d12 + 5 + 2d4 + 2 + 1d4 ⇒ (6) + 5 + (4, 4) + 2 + (3) = 24
    Success
    Defeated

    Ending my turn.
    Shuffle recovery spells

    Seoni wrote:

    Hand: Spell Dagger, Wand of Enervation, Codex of Conversations, Acadamae Student, Apprentice, Cleric of Nethys,

    Displayed: Create Mindscape,
    Current Location: Twisting Passages 3

    Deck: 14 Discard: 1 Buried: 0
    NOTES:
    Available Support: Reroll used.
    Other: HP: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magical Mansion, Fly, The First, The Unicorn, The Eclipse, Enervation, Enervation (Loot), Duskwarden Ranger (Loot), Coordinated Blast, Channel the Gift, Riftwarden, Naval Hero, Knock, Blackjack's Gear
    Recharged:
    Discard Pile: Blessing of Nethys,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Knowledge: Inelligence+1
    Arcane: Charisma +2
    Diplomacy: Charisma +2
    Perception: Intelligence +2

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane
    POWERS:
    For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
    On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
    ☑At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
    ☑ Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4.
    ☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
    ☐ After your location is shuffled, you may examine its top card.

    Silver Crusade RPG Superstar 2014 Top 16

    Hour is The Joke.
    Explore TP4 to find a Ghoul Bat. Reveal my belt on the Con check.
    Fortitude 8: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9 Success.
    Combat 12: 1d8 + 4 + 1d6 + 1 + 1 ⇒ (7) + 4 + (2) + 1 + 1 = 15 Defeated.

    Orison to explore again. Henchman (Orc Rager).
    BA damage: 1d4 ⇒ 4 Reduced by 1 to 3. Discard my Keen Starknife, my Gem and The Crows.
    Reloading my Keen Rapier to add 1d4, and also a blessing.
    Combat 10+8=18: 1d8 + 4 + 1d6 + 1 + 1 + 1d4 ⇒ (3) + 4 + (3) + 1 + 1 + (1) = 13

    Requesting Ak's Blessing of the Gobs, using it as The Joke, on my closing check.
    closing Wisdom 9: 1d8 + 1d8 ⇒ (7) + (7) = 14 Success! TP4 is closed, and since there's only one location left, we ignore the scenario power and all end up at TP3.

    "

    Sajan wrote:

    Hand: Thieves' Tools, The Locksmith, Belt of Physical Prowess, Orison, Lookout, Desna's Freedom,

    Displayed:
    Deck: 2 Discard: 13 Buried: 0
    Hero Points: 1
    Reroll: Not used

    Deck, Discard, Buried:

    Reloaded: Keen Rapier,
    Middle of Deck (Unknown Order): 0
    Recharged: The Father of Creation,
    Discard Pile: The Joke, Master of Masters, Noble, The Keep, The Eternal Rose, Sawtooth Saber, Archer, Gang Enforcer, Blue War Paint, Orision 2, The Crows, Gem of Physical Prowess, Keen Starknife,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +1
    Acrobatics: Dexterity +2
    Fortitude: Constitution +2
    Perception: Wisdom +1

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 ([X] 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it. ([ ] A local character may do so on your check.)
    When you suffer ([X] or a local character suffers) Combat (☐ or any) damage, reduce it by 1. ([ ] Before you discard cards as damage, you may reload up to 2 cards.)
    [ ] Gain the skill Melee: Strength +3 and you are proficient with Melee weapons.
    [ ] Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged weapons.
    [ ] On your check, you may recharge an item ([ ] or a boon) to reroll a die.
    Rewards:
    For the rest of the Adventure Path, when you avenge, do not apply effects that happen when the bane is undefeated.
    Choose a type of boon <BLESSING>. For the rest of the Adventure Path, when you rebuild your deck, keep an additional boon of that type. Each scenario, before drawing your starting hand, search your deck and set aside one boon of that type until the end of the scenario.
    Each character, at the start of each scenario, may examine the top 5 cards of their deck, then recharge any number of those cards.
    Max card feats increased by 1.

    "

    Would REALLY love some healing if anyone has it. :)


    Bury BotGobs for Sajan and draw and recharge: Achaekek’s Claws

    Hour: On your Charisma check, you may use your Intelligence die instead of the normal die.

    Explore: Sneak
    Recharge Xoff to evade. Someone else can encounter...

    Sneak:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.


    Radovan's Deck Handler

    Display a monster next to Quang when Sajan takes damage: Wyvern (M4).
    Move to TP3 when TP4 closes.
    Radovan encounters the Sneak. Banish monster next to Quang to add 1d6+4 to BA check, Drained.
    BA Perception 7+#=11: 1d8 + 2 + 1d6 + 4 - 2 ⇒ (1) + 2 + (3) + 4 - 2 = 8 discard Zae
    Reveal Stormrune Knife. Radovan's power adds 1d6, Fell Viridio adds 2+Poison, Norge adds 1+Fire, Drained.
    Combat 9+##=17: 1d8 + 4 + 1d4 + 2 + 1d6 + 2 + 1 - 3 ⇒ (5) + 4 + (1) + 2 + (5) + 2 + 1 - 3 = 17 defeated


    Recharge Leech to heal Sajan for 1d4 - 1 ⇒ (2) - 1 = 1 cards.
    Banish Goblin Pickles to heal 1d4 ⇒ 3 for Ak.

    Draw up to 7.

    Ak wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    DEXTERITY d8 +4
    Stealth +1
    CONSTITUTION d8
    Fortitude +2
    INTELLIGENCE d8
    WISDOM d6
    Survival +1
    CHARISMA d4

    Powers
    Survivor
    Hand Size 5
    Proficient with Light Armors | Weapons
    Start each scenario with this side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you succeed at a check to defeat, flip this role card.
    When you reset your hand, you may treat your hand size as 3, 4, or 5 ([X1] or 2 or 6) ([X3] or 1 or 7) ([X4] or 0 or 8) until the end of the turn. (☐ If you treat your hand size as 3 or less, you may recharge a random card from your discard pile.)
    When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 ([X2] or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.)
    ☐ When you encounter a bane, you may recharge a card to evade it. (☐ Then you may draw a card.)
    ☐ Add 1d6 to your check to acquire an armor or an item (☐ or a weapon or a blessing).
    ☐ Reduce damage dealt to you by a power that happens before or after you act by 1 (☐ 1d4).

    Chief
    Hand Size 5
    Proficient with Light Armors | Weapons
    Start each scenario with the other side up. When you gain or lose a feat on this card, also do so on the opposite side of this card. If you attempt a check to defeat and do not succeed by at least 5, flip this role card.
    When you reset your hand, you may treat your hand size as 3, 4, or 5 ([X1] or 2 or 6) ([X3] or 1 or 7) (☐ or 0 or 8) until the end of the turn.
    When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 ([X2] or 2 if it is a combat check) to the result. (☐ If you recharged 3 or more cards, you may reroll the dice; take the new result.) (☐ After rerolling, you may draw a card) (☐ or 2 cards).
    [X4] When you defeat a monster (☐ or a barrier), you may draw a card (☐ from your deck or from the discard pile of another character at your location).
    ☐ When you play (☐ or any character plays) a blessing on your check, add d12 instead of the normal die.

    Favored Card Type: None
    Weapon 3 ☐ 4 ☐ 5
    Spell 0
    Armor 2 ☐ 3 ☐ 4
    Item 3 [X5] 4 ☐ 5 (+1 Bonus)
    Ally 1 [X2] 2 [X3] 3 [X4] 4
    Blessing 6 [X1] 7

    Hand: Limning Starknife, Glamered Leather Armor, Stalking Armor, Red Mantis Mask, Sergeant-at-arms, Desna's Freedom, Master of Masters
    Displayed: Banner Of The Ancient Kings
    Deck: 12 Discard: 2 Buried: 4
    Hero Points: 3 Shirt Reroll Available (7-4C2): No
    Notes: Role: Survivor
    Hero point spent in c2
    Limning Starknife:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Checks
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.

    Sergeant-at-arms:
    Sergeant-at-arms
    Ally 2

    Traits
    Human
    Soldier

    Checks
    Charisma
    Diplomacy
    Knowledge
    10

    Powers
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

    Desna's Freedom:
    Desna's Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.

    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Master of Masters:
    Master of Masters
    Blessing 3

    Traits
    Deity: Irori
    Divine

    Checks
    Acrobatics
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR: On your check, you may reroll any dice showing 1.

    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.

    Banner Of The Ancient Kings:
    Banner Of The Ancient Kings
    Item 2

    Traits
    Object
    Magic

    Checks
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

    Powers
    Display. While displayed:
    • On all combat checks, add 1. If any character fails a combat check, bury this item.
    • You may bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.


    During This Adventure: Adventure 4: Buried Treasures

    Build the Vault:

  • The vault should contain all level 0, 1, 2, 3, and 4 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0 and 1 non-Veteran banes and you may remove any Level 0 and 1 non-Veteran boons.

    During this Adventure:

  • At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1).
  • Scenarios 4C1: Healthy Competition and 4C2: Brook No Rival offer a choice for the party regarding how to approach [...]. Run only one of these scenarios: Healthy Competition if the party wishes [...], or Brook No Rival if they choose to [...].

    During This Scenario: 7-4C2: Brook No Rival

  • Harrow Suit: Shields

    STORY BANES:

  • Danger: Inferno Trap
  • Closing Henchmen: Orc Marauder-Proxy A, Orc Ragers-Proxy B

    SETUP:

  • Before building the locations, set aside the monster Orc Rager; treat it as a story bane monster. When building the locations, build a number of Twisting Passages locations equal to the number of characters + 1.

    DURING THIS SCENARIO:

  • A character may not start at or move to a location that has more than 1 character. If moved to a location that has more than 1 character, randomly choose another location.
    Orc Rager:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

    Powers
    Before acting, each local character suffers 1 Combat damage.

    Monster 2
    Spoiler:
    Dire Lion
    Monster 3

    Traits
    Animal

    Check
    Combat
    17

    Powers
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.

    Monster 3
    Spoiler:
    Catoblepas
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    20

    Powers
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.

    Monster 4
    Spoiler:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

    Powers
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

    Monster 5
    Spoiler:
    Cotct Gargoyle
    Monster 4

    Traits
    Gargoyle

    Check
    Combat
    21

    Powers
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Barrier 2
    Spoiler:
    Symbol Of Agony
    Barrier 2

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

    Barrier 3
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Barrier 4
    Spoiler:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

    Powers
    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.

    Barrier 5
    Spoiler:
    Foes On All Sides
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

    Random Weapons:
    Weapon 1
    Spoiler:
    Lucky Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    11

    Powers
    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.

    Weapon 2
    Spoiler:
    Seeking Longbow
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; 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.

    Weapon 3
    Spoiler:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Weapon 4
    Spoiler:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
    On a distant character’s combat check, freely reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Venomous Hand Crossbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    12

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Random Spells:
    Spell 1
    Spoiler:
    Vampiric Touch
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Undead

    Check
    Intelligence
    Arcane
    9

    Powers
    For your combat check, banish to use Arcane + 2d6, then you may heal a card.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Spell 2
    Spoiler:
    Wall Of Light
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Loot

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
    • On another local character’s combat check, add 1d4 and the Magic trait.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.

    Spell 4
    Spoiler:
    Unearthly Aim
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Spell 5
    Spoiler:
    Restoration
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Shield Of Resistance
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 2
    Spoiler:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 3
    Spoiler:
    Maiden’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Gray Maiden
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    10

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 4
    Spoiler:
    Magic Full Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    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.

    Armor 5
    Spoiler:
    Magic Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    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.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Random Items:
    Item 1
    Spoiler:
    Wand Of Flame
    Item 2

    Traits
    Wand
    Magic
    Arcane
    Divine
    Attack
    Fire
    Veteran

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    11

    Powers
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.

    Item 2
    Spoiler:
    Ring Of Evasion
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

    Powers
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.

    Item 3
    Spoiler:
    Circlet Of Mental Acuity
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

    Item 4
    Spoiler:
    Horn Of Blasting
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

    Item 5
    Spoiler:
    Liquid Courage
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Display. While displayed:
    • Remove your scourge Frightened.
    • You may banish to ignore a monster’s before acting powers.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 11 check to recharge this card.

    Random Allies:
    Ally 1Ally 2
    Spoiler:
    Fortune-teller
    Ally 2

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    11

    Powers
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.

    Ally 3
    Spoiler:
    Duskwarden Ranger
    Ally 3

    Traits
    Loot
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    10
    OR
    Perception
    Ranged
    8

    Powers
    Reload to examine the top card of your location, then you may shuffle your location.
    Discard to explore. This exploration, reduce all damage you suffer by 1d4, and you may evade banes.

    Ally 4
    Spoiler:
    Pit Gladiator
    Ally 2

    Traits
    Human
    Fighter

    Check
    Strength
    Melee
    10
    THEN
    Charisma
    Diplomacy
    9

    Powers
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

    Ally 5
    Spoiler:
    Korvosan House Drake
    Ally 2

    Traits
    Dragon

    Check
    Wisdom
    Arcane
    Survival
    9

    Powers
    On a local combat check, recharge to add 1d6 and the Mental trait.
    Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your check, the difficulty is increased by the number of allies in your hand.

    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

    Blessing 2
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessing 3
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessing 4
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Blessing 5
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Turn: 18 Radovan/Wilderredbeard

    Top of Blessing Discard Pile: The First - When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.

    Top Blessing:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would fail a check, you may bury 1 card to reroll 1 die.

    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.


    Blessings Remaining: 9
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 Seoni)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 2 (Turn 20 Sajan)
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

    Powers
    WHEN THIS IS THE HOUR
    When you play a blessing, you may give a card to any character.

    On any check, freely discard to reroll.
    Discard to move, then explore.

    Blessings Deck Card 3 (Turn 21 Ak)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you close your location, instead of banishing its cards, shuffle them into a random other location.

    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Blessings Deck Card 4 (Turn 22 Radovan)
    Spoiler:
    The Eternal Rose
    Blessing 3

    Traits
    Deity: Shelyn
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster, you may evade it.

    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.

    Blessings Deck Card 5 (Turn 23 Seoni)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 6 (Turn 24 Sajan)
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessings Deck Card 7 (Turn 25 Ak)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 8 (Turn 26 Radovan)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    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.

    Blessings Deck Card 9 (Turn 27 Seoni)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Twisting Passages
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Twisting Passages 2
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Twisting Passages 3
    Traits: Underground, Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Seoni, Ak, Sajan, Radovan

    Twisting Passages 3 Card 1:
    Guardian Door
    Barrier 2

    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Twisting Passages 3 Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Twisting Passages 4
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Twisting Passages 5
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Radovan's Deck Handler

    The hour of The First
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    Reveal Rodrick to recharge Alaeron, shuffle Keren Rhinn to draw Zae and Appleslayer.
    Remain at Twisting Passages 3.

    Explore:

    Guardian Door:
    Barrier 2
    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Recharge Snick to add 1d6, Drained.
    Disable 8: 1d8 + 4 + 1d6 - 2 ⇒ (3) + 4 + (4) - 2 = 9 defeated

    Discard Appleslayer to explore:

    Orc Rager:
    Monster 2
    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Combat damage: 1d4 ⇒ 2 Discard Rodrick and Zae. Display a monster next to Quang: Mammoth (M3).
    Reveal and recharge Stormrune Knife, Radovan's power adds 1d6, Ak recharges Sergeant-at-arms to add 1d6, FV adds 2+Poison, Norge adds 1+Fire, Drained.
    Combat 10+##=18: 1d8 + 6 + 2d4 + 2 + 1d6 + 1d6 + 2 + 1 - 6 ⇒ (8) + 6 + (4, 1) + 2 + (2) + (3) + 2 + 1 - 6 = 23 defeated
    Attempt to close location. Ak discards Desna's Freedom, banish monster displayed next to Quang to add 1d6+3, Drained.
    Wisdom 5+#=9: 3d6 + 3 - 3 ⇒ (5, 3, 2) + 3 - 3 = 10 success
    Location closed.


    DEVELOPMENT:
    As you pick over the corpses of your fallen orc foes, you wonder if the leader had expected the blood she so longed to taste would be her own, though she did get in a few hits with her battleaxe, a fine weapon sharp enough to hack through most barriers. You find few other worthwhile trinkets, but one of the orcs bears a religious symbol of Rovagug the Worldbreaker, which lays to rest any doubt you might have had about the necessity of these orcs’ deaths. Without another thought, you step over the remains of your foes and head ever closer to your goal.

    SCENARIO REWARD:

  • Each character gets a hero point.
  • If you have not earned the reward for 7-4C1, increase your maximum number of skill feats to your tier + 1.
  • Loot: the weapon Keen Orcish Axe (custom).

    Keen Orcish Axe:
    Keen Orcish Axe
    Weapon 4

    Traits:
    Axe
    Melee
    Slashing
    Magic
    Orc

    To Acquire:
    Strength, Melee 14

    Powers:
    For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6.

    On a check against a Lock or Obstacle barrier, reload to add 1d8.

    ACQUIRED CARDS:
    Weapon 2 Keen Starknife
    Weapon P3 The Tall Knife
    Spell 2 Fly
    Item 2 Banner Of The Ancient Kings
    Item 4 Blackjack’s Gear
    Item 4 Blue War Paint
    Item 4 Silver War Paint
    Ally 4 Hippogriff Fledgling
    Ally 2 Naval Hero
    Ally 2 Noble
    Ally 4 Salvator Scream
    Blessing 4 Achaekek’s Claws
    Blessing 3 The All-seeing Eye
    Blessing 3 The Father Of Creation
    Blessing 3 The Real Rabbit Prince
    Blessing 3 The Unicorn
    Blessing 2 Zon-kuthon’s Pain

  • Silver Crusade RPG Superstar 2014 Top 16

    Dexterity +1

    I really like that Keen Orcish Axe, if others would be okay with me taking it. :)

    Blackjack's Gear: 1d1000 ⇒ 364
    Achaekek's Claws: 1d1000 ⇒ 858

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