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FullStar Pathfinder Society GM. 28 posts (756 including aliases). No reviews. No lists. No wishlists. 17 Organized Play characters. 5 aliases.


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Scarab Sages

During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at the Mangrove Swamp.

When you move, succeed at a Perception or Survival 8 check or move to a random open location.

At the end of your turn, if you explored more than once, recharge 1d4 random cards.

When you defeat and corner a villain, display it. To win, display both villains.
Additional Rules: Story Banes:

Villain: Selissa:

Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage. Before you act, Selissa deals 1d4-1 Poison damage to you. If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Villain: Fungal Savage:

Villain
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Henchman: Shimerae:

Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage. During this encounter, other characters at your location may not play cards or use powers. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Big Ol' Owly Thing:

Henchman 3
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Jinkin:

Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Giant Cockroach Swarm:

Henchman 3
Type: Monster
Traits: Vermin Swarm
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Turn: 8, Ukuja/Bigguyinblack

Random Cards:

Monsters
Spoiler:
Will-o'-Wisp
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

Spoiler:
Marine
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Spoiler:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.

Spoiler:
Marine
Monster C
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Spoiler:
Ghost
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

Barriers
Spoiler:
Drowning Spikes Trap
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7 If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Spoiler:
Goose in the Rigging
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7 Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
Bucket Brigade
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Spoiler:
Hull Damage
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

Spoiler:
Becalmed
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Weapons
Spoiler:
Falcata
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spoiler:
Cutlass +1
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Humanbane Crossbow +2
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

Spoiler:
Falcata
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spoiler:
Morningstar +1
Weapon 2
Traits:
Mace
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Spells
Spoiler:
Hydraulic Push
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Rage
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

Spoiler:
Call Weapon
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Dimension Leap
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Spoiler:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Fortified Shell Armor
Armor 3
Traits:
Heavy Armor
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 8 Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Chain Shirt
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Benevolent Buckler
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Magic Chain Shirt
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Ring of Wave Walking
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6 Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Spoiler:
Crown of Swords
Item 2
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine
Melee 8 Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

Spoiler:
Powder Keg
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11 When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.

Spoiler:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Spoiler:
Ring of the Beasts
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Wisdom
Divine 9 Reveal this card to add 1d6 to your check against a card with the Animal trait.

Allies
Spoiler:
Giffer Tibbs
Ally B
Traits:
Gnome
Pirate To Acquire:
Charisma
Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Acolyte
Ally B
Traits:
Human
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Spoiler:
Surgeon
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6 Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.

Spoiler:
Royster McCleagh
Ally 2
Traits:
Human
Fighter
Pirate To Acquire:
Charisma
Diplomacy 7 Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Blessings
Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

Blessing of Gorum:
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of Sivanah
Blessing C
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 4 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Hatchery Card 1:
Selissa
Villain 3
Type: Monster
Traits:
Aberration
Naga
Aquatic
To Defeat:
Wisdom
Survival 10 All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Hatchery Card 2:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Hatchery Card 3:
Stanching Buckler
Armor 2
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

Hatchery Card 4:
Nirento
Monster 2
Traits:
Plant
To Defeat:
Combat 11 The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

Hatchery Card 5:
Port Peril Corsair
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

Hatchery Card 6:
Seaborne Trident +1
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee
Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

Hatchery Card 7:
Cannonade
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

Hatchery Card 8:
Jagged Shoals
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

Hatchery Card 9:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Hatchery Card 10:
Pearl of Wisdom
Item B
Traits:
Object
Magic To Acquire:
Wisdom 7 Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Hatchery Card 11:
Darkforest Anemone
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

Location #2: Jungle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Enora/Akaitora, None

Location #3: Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Raft

Mangrove Swamp Card 1:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Mangrove Swamp Card 2:
Cut-Throat Grok
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7 Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 3:
Becalmed
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Mangrove Swamp Card 4:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Mangrove Swamp Card 5:
Sniper's Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Stealth 8 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Mangrove Swamp Card 6:
Keen Falcata +1
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.

Mangrove Swamp Card 7:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 8:
Fungual Savage
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
CONSTITUTION FORTITUDE WISDOM 7
THEN Combat 17 Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Mangrove Swamp Card 9:
Alchemical Glue
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 10:
Pirate Entertainments
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Mangrove Swamp Card 11:
Trident +2
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.
Location #4: Tengu Rookery
Closed
At This Location: At the end of your turn, you may examine the top card of another location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, None

Riptide Cove Card 1 (Manticore):
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Riptide Cove Card 2 (Shimerae):
Shimerae
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 15 All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 3:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Scarab Sages

Hi Everyone!

I'm still not sure who I'll play. I've got Darago (T3 Wizard) and Erasmus (T2 Medium) that are currently at tables that might go on hiatus to accommodate this.

Otherwise, I might start Yoon (Kineticist) or Aric/The Red Raven (Vigilante)

Scarab Sages

Completed Scenario 5-1D: In Thieves' Wake

Reward:
Each character chooses a type of boon other than loot and adds a card of that type from the game box to the cards acquired during this scenario.

Adventure Card Guild characters may choose a bonus deck upgrade.

Acquired Cards:
Dolphin (Ally C)
Parrot (Ally B)
Besmaran Priest (Ally C)
Lookout (Ally B)

Buckler (Armor B)

Blessing of the Gods (Blessing B)
Blessing of Milani (Blessing B)

Eye Patch (Item B)
Eye Patch (Item B)
Potion of Heroism (Item 1)
Potion of Healing (Item C)

Illuminate (Spell 1)
Inflict (Spell C)

Cutlass +1 (Weapon C)
Repelling Pike +1 (Weapon 1)

Good News! The Plunder was a Weapon 1 again! Everyone declare what boon type you want and I'll add it in. Development and all that will come once we decide what we want.

Scarab Sages

2 people marked this as a favorite.

I'm actually going through all the stuff to start BR-ing. With you 4 and a friend of mine that was looking at getting into PBP (and maybe me, IDK), that's already a pretty good/full table.

Scarab Sages

Skill Feat: +1 Intelligence

Card Upgrade: Armor 2 (Upgrade Cloth Armor to Blackcloth Armor)

Loot: Replace Blast Stone with Game of Afterlife

Trader: Visit Sunburst Market to trade Quarterstaff for Blessing of the Elements.

Starting Location: Sepulcher of the Servant

Darago wrote:

Hand: Sapphire of Intelligence, Lightning Touch 1, Codex, Magic Wooden Armor, Force Missile 2, Lightning Touch 2,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size: 6
Proficient with: None
Powers:
When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[X] When you defeat a monster that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

Scarab Sages

RotRL Lini wrote:
Is the plan to do 3-2 and up with the same group?

I'd be down! I'm having a lot of fun and I think we actually make a pretty good team.

Even though most of us are spell casters, we're different types of spell casters. And even though we may compete for spell upgrades, we can just keep that in mind and potentially expend more resources to get them.

Also, between the 5 of us we have at least a d8/d10 in all the stats and most of the skills (except for Ranged, but Damiel's rolling a d12 anyway and Stealth, which we can cross our fingers won't cause our downfall)

Scarab Sages

I would put something like FCDB and FCD1 for Fighter Class Deck B/1

Scarab Sages

I put in the deck it came from (so WCDB, WCD1,or MM). It's useful for when you've acquired cards during the scenario and you get healed. So that way you know what came from your deck and what came from the box.

Scarab Sages

That's right about the traders: only Lini and Grazzle can go to them right now. If all goes well, the rest of us will get access at the end of this first scenario.

I found Cartman's instruction doc!

Scarab Sages

The rest of the Fighter Cards will just hang out in your box for now. They probably won't come up in gameplay for now.

You pick a role card later on; in non-PFS it usually happens after AD3. It may be helpful to look at them earlier though; that way you can start building your deck to work well with the role card you'll get later.

The Class Decks don't become aliases like the PFSRPG characters do. You'll need to create a separate alias for it: 3rd section down on the left side of your account settings

There's instructions for the deck handler in the campaign info for Flaxseed On Deck. I think there's a more detailed guide gloating around, but I'm not sure.

If none of your promo cards are designated for thr Fighter Class Deck, I don't think you can use them right now. Hold on to them for when/if you make other characters of the correct class

Scarab Sages

Unfortunate... That's ok, they weren't crucial parts of my deck. Thanks for checking it out!

Also, FYI, I'll be travelling this weekend, so I may be a little less active than I normally would be on weekends. I'll still check in once in a while, but I won't be near my computer at all times. I should be back tomorrow night.

Scarab Sages

Just FYI, I've played 3-1E on Darago already (actually with Andrew's Arabundi Ranger Deck, IIRC) so i'll also be gaining feats at the same pace as Lini and Grazzle.

Our BR is verifying that we can use the Loot rewards from 3-1E. If we can, I'll replace one of my items with Game of Afterlife, so we'll have another way of getting rid of curses.

Scarab Sages

Whoops! Sorry for the delay! I'm here now.

I'll be playing Darago, the necromancer from the Wizard Deck. He's pretty fighty with Weapons, Attack Spells, Armor and Bracers of Protection.

My timezone is -8 right now (California, USA). During the weekdays, I'll be most active around 6 PM - 12 AM PDT.

Scarab Sages

So I've never actually done anything by PBP (except for 2 of LucianC's Real-Time ACG PBPs, but those seem to kinda be a different animal). Would it be a terrible idea for me to try Box-Running during the con?

Scarab Sages

Carlo Vasquez
Darago
126387 - 1001
Level 1 - 1st Success

Tier Reward: Skill Feat (Intelligence)
Upgrade is Blessing B

Scarab Sages

Discard: Blessing of Thoth for 2 dice on WIS Non-combat Check

Temp Close Crypt:Wisdom 5: 3d8 ⇒ (5, 8, 5) = 18

Scarab Sages

Reveal Helpful Haversack to examine deck

Find Blessing of the Gods. Place on Top of Deck

Recharge Remove Curse to Banish Curse of Daybane from Yoon

Darago wrote:

Hand: Sling, Helpful Haversack (Acquired), Blessing of the Gods 2, Lightning Touch 2, Codex, Blessing of Thoth,

Displayed:
Deck: 6 Discard: 6 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

Scarab Sages

Darago wrote:

Hand: Sling, Helpful Haversack (Acquired), Blessing of the Gods 1, Lightning Touch 2, Codex, Remove Curse,

Displayed:
Deck: 5 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

Temp Close Crypt:Wisdom 5: 1d8 ⇒ 8

Scarab Sages

Reveal Helpful Haversack to examine deck

Find Bracers of Protection. Place on Bottom of Deck

Explore Crypt

Encounter Ubashki Swarm

Reveal Sling for DEX+1d6

Arabundi recharges Caltrops for 1d4

Combat 12: 2d6 + 2d4 ⇒ (5, 3) + (1, 2) = 11

First Law: 1d10 + 14 ⇒ (3) + 14 = 17. First Law Banished

Recharge Tussah Silk Cloak to reduce Combat Damage by 2

Discard Force Missile for Arcane+2d4

Arabundi recharge Leather Armor for 1d4

Combat 12: 1d10 + 3d4 + 2 ⇒ (3) + (1, 2, 1) + 2 = 9

Recharge Crocodile Skin Armor To reduce Combat Damage by 2

Recharge Arcane 6: 1d10 + 2 ⇒ (8) + 2 = 10

Scarab Sages

Reveal Helpful Haversack to examine deck

Find Magic Wooden Armor. Place on Bottom of Deck

Explore Crypt

Encounter Crocodile Skin Armor

Fortitude 4: 1d8 + 2 ⇒ (7) + 2 = 9

Darago wrote:

Hand: Force Missile 2, Tussah Silk Cloak (Acquired), Blast Stone, Sling, Helpful Haversack (Acquired), Crocodlie Skin Armor (Acquired),

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

Scarab Sages

Reveal Helpful Haversack to examine deck

Find Force Missile. Place on Top of Deck

Explore Crypt

Encounter Aghash

Darago Discards Force Missile for Arcane+1d6

Arabundi recharges Longsword for 1d4

Combat 13: 1d10 + 1d4 + 1d6 + 2 ⇒ (5) + (2) + (6) + 2 = 15

Recharge Arcane 6: 1d10 + 2 ⇒ (9) + 2 = 11

To Close: Wisdom 5: 1d8 ⇒ 4

Use Playmat for Reroll: Wisdom 5: 1d8 ⇒ 4

Darago wrote:

Hand: Force Missile 2, Tussah Silk Cloak (Acquired), Cloth Armor, Blast Stone, Sling, Helpful Haversack (Acquired),

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

Scarab Sages

Reveal Helpful Haversack to examine deck

Find Rapier. Place on bottom of Deck

Explore Crypt

Encounter Poison Blade Trap

Arabundi recharges Fox

Knowledge 7: 1d10 + 1d4 + 2 ⇒ (7) + (2) + 2 = 11

Darago wrote:

Hand: Force Missile 1, Tussah Silk Cloak [Aquired}, Cloth Armor, Blast Stone, Sling, Helpful haversack,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

Scarab Sages

Darago wrote:

Hand: Force Missile 1, Tussah Silk Cloak [Aquired}, Cloth Armor, Blast Stone, Sling, Helpful haversack,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

Scarab Sages

Explore Crypt

Encounter Helpful Haversack

INT 6: 1d10 ⇒ 8

Explore Crypt again

Encounter Blessing of Thoth

Yoon recharge Sign of the Lantern Bearer

Knowledge 10: 2d10 + 2 ⇒ (5, 7) + 2 = 14

Recharge Blessing of Thoth to explore crypt again

Discard Lightning Touch for Arcane+2d4
Arabundi recharges caltrops for 1d4

Combat: 1d10 + 3d4 + 2 ⇒ (2) + (2, 2, 3) + 2 = 11

Recharge Arcane 6: 1d10 + 2 ⇒ (1) + 2 = 3

Scarab Sages

Darago wrote:

Hand: Force Missile 1, Tussah Silk Cloak, Lightning Touch 1, Cloth Armor, Blast Stone, Sling,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

Scarab Sages

Recharge Remove Curse to banish Curse of Daybane

Explore Crypt

Encounter Tussah Silk Coat

Fortitude 4: 1d8 + 2 ⇒ (6) + 2 = 8

Discard Fox Explore Crypt again

Encounter Toxic Geyser

Arabundi and Darago recharge Blessing of the Gods

Wisdom 7: 3d8 ⇒ (1, 2, 4) = 7

Scarab Sages

Darago wrote:

Hand: Force Missile 1, Remove Curse, Blessing of the Gods 2, Cloth Armor, Fox, Sling,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

Scarab Sages

Random Scourge - Darago: 1d4 + 1 ⇒ (3) + 1 = 4