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Aric Deck Handler

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Aric Deck Handler

========================
Aric starts his turn.
Hour: Blessing of the Ancients
Hour Power:No effect.
Location: Ruined Temple
Location Power:When you play a card that has the Divine trait, bury it.
Adventure Powers:

  • Treat the adventure deck number as 7. The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
    Scenario Powers:
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario..
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck..
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

    Start of Turn: Switch to Red Raven
    End of Move Examine - Infernal Contract

    After Examine: Switch to Aric

    Infernal Contract:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Task
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy 17
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Diplomacy 17: 1d10 + 7 + 1d10 + 1d10 ⇒ (7) + 7 + (4) + (4) = 22

    Roll Details:

    Diplomacy - 1d10+7
    Double Blessed - 1d10+1d10

    Use Nok-Noks Blessing of the Mantis God to double bless

    I don't have a blessing to bury, so location stays open, but I do have a contract now

    Recycle some cards to hopefully draw a blessing.

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Silken Ceremonial Armor, Red Leathers, Isiem (2), Neferekhu, Blessing of the Vaultmaster,

    Displayed:
    Current Location: Ruined Temple
    Kit: Keen Rapier +3, Ring of Regeneration, Pillar of Life,
    Deck: 18 Discard: 3 Buried: 1
    NOTES:
    Other: Paizo Re-Roll Used for 4-7? N
    Hero Points: 9
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Midnight Lord, Isiem, Vizier, Blessing of the Quartermaster, Wayfinder, Fortune Teller, Gravewatcher Chain Mail, Sorrowsoul, Blessing of Zon-Kuthon, Corrosive Backsword +4, Spyglass, Vampiric Backsword +3, Stained Glass Elemental, Mask of the Red Raven, Doc (Forensic Physician), Quick-Change Mask, Billy (Evangelist), Blessing of the Savored Sting
    Recharged:
    Discard Pile: Hypnotist's Locket, Freed Soul, Dagger of Doubling,
    Buried Pile: Blessing of Anubis,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ☑ You may discard (☑ or recharge) a card to evade a bane you encounter.
    ☑ When attempting to guard your location, you may discard a card to succeed.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of the Elements
    Hour Power:No effect.
    Location: Pleasure Barge
    Location Power:When you fail to acquire an ally, you are dealt 1d4 Poison damage.
    Adventure Powers:

  • Treat the adventure deck number as 7. The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
    Scenario Powers:
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario..
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck..
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

    Start of Turn: Switch to Red Raven
    Move to Ruined temple
    End of Move Examine - Pillar of Life
    After Examine: Switch to Aric
    Swap Dagger of Doubling with Hypnotist locket

    Pillar of Life:

    MM
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead.

    Wisdom 12: 1d8 + 2 ⇒ (8) + 2 = 10

    Roll Details:

    Wisdom - 1d8+2

    Recharge Stained Glass Elemental to succeed

    Acquiring a boon lets me examine - Blessing of Anubis
    After Examine: Stay as Aric
    Swap Pillar of Life with Daggers

    Reveal Doc to heal a card and explore
    Aric is healed for 1: (Freed Soul). Deck shuffled.

    Blessing of Anubis:

    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    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.

    Diplomacy 11: 1d10 + 7 ⇒ (4) + 7 = 11

    Roll Details:

    Diplomacy - 1d10+7

    Acquiring a boon lets me examine - Silken Ceremonial Armor

    DiscardBury Anubis to explore again

    Silken Ceremonial Armor:

    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

    Charisma 11: 1d10 + 4 ⇒ (9) + 4 = 13

    Roll Details:

    Charisma - 1d10+4

    Acquiring a boon lets me examine - Curse of the Netheshuun (TRIGGER)

    Diplomacy 10: 1d10 + 7 ⇒ (10) + 7 = 17

    Roll Details:

    Diplomacy - 1d10+7

    Put this back

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Dagger of Doubling, Silken Ceremonial Armor, Hypnotist's Locket, Neferekhu, Freed Soul,

    Displayed:
    Current Location: Pleasure Barge
    Kit: Keen Rapier +3, Ring of Regeneration, Pillar of Life,
    Deck: 20 Discard: 2 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-7? N
    Hero Points: 9
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fortune Teller, Blessing of the Vaultmaster, Isiem (2), Vizier, Sorrowsoul, Stained Glass Elemental, Isiem, Spyglass, Blessing of Zon-Kuthon, Corrosive Backsword +4, Gravewatcher Chain Mail, Red Leathers, Wayfinder, Quick-Change Mask, Blessing of the Quartermaster, Mask of the Red Raven, Billy (Evangelist), Blessing of the Midnight Lord, Vampiric Backsword +3
    Recharged: Doc (Forensic Physician),
    Discard Pile: Blessing of the Savored Sting, Blessing of Anubis,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ☑ You may discard (☑ or recharge) a card to evade a bane you encounter.
    ☑ When attempting to guard your location, you may discard a card to succeed.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Acquired top 3 cards of Ruined Temple
    Card 4 is examined


  • Aric Deck Handler

    OFF-TURN ACTIONS:
    Diplomacy 8 is an Auto for the 4 reveals of Neferekhu
    Aric has all cards in his discard pile healed: (Wayfinder, Spyglass). Deck shuffled.

    ========================
    Aric starts his turn.
    Hour: Blessing of Bastet
    Hour Power:No effect.
    Location: Pleasure Barge
    Location Power:When you fail to acquire an ally, you are dealt 1d4 Poison damage.
    Adventure Powers:

  • Treat the adventure deck number as 7. The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
    Scenario Powers:
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario..
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck..
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

    Time to find the Contract Devil, so off to the Guardian Vaults

    Start of Turn: Switch to Red Raven
    Move to Guardian Vaults
    Discard Freed Soul and Vizier as damage

    End of Move Examine - Stained Glass Elemental
    After Examine: Switch to Aric

    Stained Glass Elemental:

    MM
    Ally C
    Traits:
    Elemental
    Electricity
    Veteran
    To Acquire:
    Charisma
    Survival
    Arcane 9
    Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

    Charisma 9: 1d10 + 4 ⇒ (9) + 4 = 13

    Roll Details:

    Charisma - 1d10+4

    Acquiring a boon lets me examine - Yeleth the Soulbinder
    After Examine: Stay as Aric

    DiscardRecharge Isiem to examine top 3 cards of location and rearrange them
    Card 2- Yeleth the Soulbinder
    Card 3 - Proxy Weapon?
    Card 4 - Wyvern Poison

    Encounter Wyvern Poison and auto fail

    EoT Location Move: 1d6 ⇒ 2
    Move to Pleasure Barge and use the End of Turn ability there
    Recharge Card: 1d2 ⇒ 2 -> Vizier

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Dagger of Doubling, Neferekhu, Doc (Forensic Physician), Stained Glass Elemental, Blessing of the Savored Sting,

    Displayed:
    Current Location: Pleasure Barge
    Kit: Keen Rapier +3, Ring of Regeneration, Hypnotist's Locket,
    Deck: 18 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-7? N
    Hero Points: 9
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Isiem, Fortune Teller, Red Leathers, Billy (Evangelist), Corrosive Backsword +4, Blessing of the Vaultmaster, Blessing of the Midnight Lord, Mask of the Red Raven, Gravewatcher Chain Mail, Wayfinder, Spyglass, Blessing of the Quartermaster, Blessing of Zon-Kuthon, Sorrowsoul, Vampiric Backsword +3, Quick-Change Mask
    Recharged: Isiem (2), Vizier,
    Discard Pile: Freed Soul,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ☑ You may discard (☑ or recharge) a card to evade a bane you encounter.
    ☑ When attempting to guard your location, you may discard a card to succeed.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Acquired Card 1 of Guardian Vault
    Banished Card 4 of Guardian Vault
    Cards 2 and 3 are ordered however


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Thoth
    Hour Power:No effect.
    Location: Vault of Hidden Wisdom
    Location Power:When you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Adventure Powers:

  • Treat the adventure deck number as 7. The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
    Scenario Powers:
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario..
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck..
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

    Start of Turn: Switch to Red Raven
    Don't want to deal with that geyser right now, so I'll move to Pleasure Barge

    End of Move Examine - Freed Soul
    After Examine: Switch to Aric

    Freed Soul:

    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

    Diplomacy 13: 1d10 + 7 ⇒ (10) + 7 = 17

    Roll Details:

    Diplomacy - 1d10+7

    Discard Spyglass to examine top 2
    Card 2 - Hippopotamus Mud Elemental
    Card 3 - Wand of Scorching Ray

    After Examine: Stay as Aric

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Neferekhu, Vizier, Freed Soul, Isiem (2), Blessing of the Savored Sting,

    Displayed:
    Current Location: Pleasure Barge
    Kit: Keen Rapier +3, Ring of Regeneration, Hypnotist's Locket,
    Deck: 16 Discard: 2 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-7? N
    Hero Points: 9
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Billy (Evangelist), Mask of the Red Raven, Blessing of Zon-Kuthon, Gravewatcher Chain Mail, Blessing of the Vaultmaster, Fortune Teller, Vampiric Backsword +3, Sorrowsoul, Quick-Change Mask, Red Leathers, Blessing of the Midnight Lord, Dagger of Doubling, Isiem, Corrosive Backsword +4
    Recharged: Doc (Forensic Physician), Blessing of the Quartermaster,
    Discard Pile: Wayfinder, Spyglass,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ☑ You may discard (☑ or recharge) a card to evade a bane you encounter.
    ☑ When attempting to guard your location, you may discard a card to succeed.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Acquired Card 1 of Pleasure Barge
    Examined cards 2 and 3


  • Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of Isis
    Hour Power:No effect.
    Location: Vault of Hidden Wisdom
    Location Power:When you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Adventure Powers:

  • Treat the adventure deck number as 7. The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
    Scenario Powers:
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario..
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck..
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

    Start of Turn: Stay as Red Raven
    End of Move Examine - Bonecrusher Hunter(TRIGGER)

    Bonecrusher Hunter:

    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Combat 19(9+3+7): 1d10 + 4 + 1d10 + 3 ⇒ (9) + 4 + (8) + 3 = 24

    Roll Details:

    Combat(Dexterity) - 1d10+4
    Giantbane Curve Blade +3 - 1d10+3

    Free explore

    Necklace of Fireballs:

    MM
    Item 4
    Traits:
    Accessory
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it

    Auto fail this

    End of Turn Examine - Toxic Geyser

    At the start of Kasmirs, I will reveal Doc to heal myself

    Heal: 1d4 + 1 ⇒ (1) + 1 = 2

    Aric is healed for 2: (Isiem (2), Dagger of Doubling). Deck shuffled.
    Use Arics power to recharge Doc instead of discard

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Spyglass, Vizier, Blessing of the Savored Sting, Blessing of the Quartermaster,

    Displayed:
    Current Location: Vault of Hidden Wisdom
    Kit: Keen Rapier +3, Ring of Regeneration, Hypnotist's Locket,
    Deck: 17 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-7? N
    Hero Points: 9
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Red Leathers, Isiem (2), Blessing of the Midnight Lord, Blessing of Zon-Kuthon, Vampiric Backsword +3, Blessing of the Vaultmaster, Isiem, Billy (Evangelist), Gravewatcher Chain Mail, Neferekhu, Fortune Teller, Dagger of Doubling, Quick-Change Mask, Corrosive Backsword +4, Mask of the Red Raven, Sorrowsoul
    Recharged: Doc (Forensic Physician),
    Discard Pile: Wayfinder,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ☑ You may discard (☑ or recharge) a card to evade a bane you encounter.
    ☑ When attempting to guard your location, you may discard a card to succeed.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Cleared top 2 cards at Vault of Hidden Wisdom
    Examined Card 3


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of the Ancients
    Hour Power:No effect.
    Location: Vault of Hidden Wisdom
    Location Power:When you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Adventure Powers:

  • Treat the adventure deck number as 7. The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
    Scenario Powers:
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario..
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck..
  • You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

    Start of Turn: Switch to Red Raven

    End of Move Examine - Blessing of the Elements
    After Examine: Switch to Aric

    Discard Isiem to explore from Curse of Daybane

    Blessing of the Elements:

    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Charisma 6: 1d10 + 4 ⇒ (1) + 4 = 5

    Roll Details:

    Charisma - 1d10+4

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Red Leathers, Wayfinder, Vizier, Doc (Forensic Physician), Blessing of the Savored Sting,

    Displayed:
    Current Location: Vault of Hidden Wisdom
    Kit: Keen Rapier +3, Ring of Regeneration, Hypnotist's Locket,
    Aric has the following scourges marked:
    Curse of Daybane:
    While Marked:
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    ""Know this! The Orb of Ra destroys!""

    Deck: 15 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-7? N
    Hero Points: 9
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quick-Change Mask, Corrosive Backsword +4, Mask of the Red Raven, Blessing of Zon-Kuthon, Isiem, Blessing of the Midnight Lord, Blessing of the Quartermaster, Neferekhu, Sorrowsoul, Spyglass, Fortune Teller, Blessing of the Vaultmaster, Vampiric Backsword +3, Gravewatcher Chain Mail, Billy (Evangelist)
    Recharged:
    Discard Pile: Isiem (2),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ☑ You may discard (☑ or recharge) a card to evade a bane you encounter.
    ☑ When attempting to guard your location, you may discard a card to succeed.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "


  • Aric Deck Handler

    Start at Vault of Hidden Wisdom

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Wayfinder, Vizier, Isiem (2), Doc (Forensic Physician), Blessing of the Savored Sting,

    Displayed:
    Current Location: Vault of Hidden Wisdom
    Kit: Keen Rapier +3, Ring of Regeneration, Hypnotist's Locket,
    Deck: 16 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-7? N
    Hero Points: 9
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Vampiric Backsword +3, Blessing of the Quartermaster, Mask of the Red Raven, Blessing of the Vaultmaster, Corrosive Backsword +4, Isiem, Fortune Teller, Blessing of the Midnight Lord, Neferekhu, Red Leathers, Billy (Evangelist), Spyglass, Blessing of Zon-Kuthon, Sorrowsoul, Quick-Change Mask, Gravewatcher Chain Mail
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ☑ You may discard (☑ or recharge) a card to evade a bane you encounter.
    ☑ When attempting to guard your location, you may discard a card to succeed.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "


    Aric Deck Handler

    Hero Point
    Saved - 9 Remaining (Used 1)

    Upgrades
    Pass


    Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of Nethys
    Hour Power:No effect.
    Location: Crypt
    Location Power:The difficulty of checks against banes that have the Cold or Undead trait is increased by 3 plus the scenario's adventure deck number.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
    When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.

    Start of Turn: Switch to Aric

    Move to Chisisek's Tomb

    End Turn

    "

    Aric wrote:

    Hand: Wayfinder, Isiem, Vizier, Fortune Teller, Blessing of the Quartermaster, Blessing of the Vaultmaster,

    Displayed:
    Current Location: Crypt
    Kit: Ring of Regeneration, Mask of the Red Raven, Vampiric Backsword +3,
    Aric has the following scourges marked:
    Curse of Daybane:
    While Marked:
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    ""Know this! The Orb of Ra destroys!""

    Deck: 14 Discard: 0 Buried: 9
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? Y
    Hero Points: 8
    Used: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Isiem (2), Blessing of the Midnight Lord, Blessing of the Savored Sting
    Recharged: Blessing of Zon-Kuthon, Doc (Forensic Physician), Named Bullet, Hand of Glory, Foresight, Quick-Change Mask, Giantbane Curve Blade +3, Gravewatcher Chain Mail, Blessing of the Lady of Graves, Billy (Evangelist), Blessing of Bastet,
    Discard Pile:
    Buried Pile: Keen Rapier +3, Dagger of Doubling, Shocking Scimitar +2, Red Leathers, Hypnotist's Locket, Neferekhu, Corrosive Backsword +4, Spyglass, Sorrowsoul,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "


  • Aric Deck Handler

    Scourge: 1d10 ⇒ 4 -> Curse of Daybane

    Could be worse


    Aric Deck Handler

    OFF-TURN ACTIONS:
    Villain BYA: 1d4 + 1 ⇒ (4) + 1 = 5

    Shocking Scimitar +2, Red Leathers, Hypnotist Locket, Nefereku, Corrosive Backsword +4

    ========================
    Aric starts his turn.
    Hour:Grand Lodge's Favor
    Hour Power:When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.

    Location: Crypt
    Location Power:The difficulty of checks against banes that have the Cold or Undead trait is increased by 3 plus the scenario's adventure deck number.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
    When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.

    Start of Turn: Switch to Red Raven

    "Hour Power" Examine

    Crypt - Card 1 - Stavros Nightcrescent (VILLAIN)
    Chisisek's Tomb - Card 1 - Rukh

    Pause for discussion


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Thoth
    Hour Power:No effect.
    Location: Crypt
    Location Power:The difficulty of checks against banes that have the Cold or Undead trait is increased by 3 plus the scenario's adventure deck number.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
    When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.

    Start of Turn: Switch to Red Raven

    Falcon Crown:

    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.

    Auto Fail this

    End of Turn Examine - Word of Ra
    After Examine: Switch to Aric

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Gravewatcher Chain Mail, Red Leathers, Billy (Evangelist), Blessing of Bastet, Blessing of the Lady of Graves,

    Displayed:
    Current Location: Crypt
    Kit: Ring of Regeneration, Mask of the Red Raven, Vampiric Backsword +3,
    Deck: 20 Discard: 1 Buried: 2
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? Y
    Hero Points: 8
    Used: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Vizier, Wayfinder, Neferekhu, Corrosive Backsword +4, Sorrowsoul, Blessing of the Savored Sting, Hypnotist's Locket, Blessing of the Vaultmaster, Isiem (2), Blessing of the Quartermaster, Isiem, Spyglass, Blessing of the Midnight Lord, Fortune Teller
    Recharged: Blessing of Zon-Kuthon, Doc (Forensic Physician), Named Bullet, Hand of Glory, Foresight, Quick-Change Mask,
    Discard Pile: Shocking Scimitar +2,
    Buried Pile: Keen Rapier +3, Dagger of Doubling,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Banished Card 1 of Crypt
    Examined Card 2 of Crypt


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of the Elements
    Hour Power:No effect.
    Location: Forgery of Ra
    Location Power:All monsters have and are immune to the Fire trait. All damage dealt to you is Fire damage.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
    When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.

    Start of Turn: Switch to Red Raven
    Regen: 1d2 ⇒ 2

    Start of Turn, Ring Of Regeneration: Hand of Glory

    Move To Crypt
    End of Move Examine - Elemental Arachnid
    Use Power to encounter

    Elemental Arachnid:

    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Use Armor to prevent all the BYA damage events

    Combat 17: 1d10 + 7 + 1d10 + 3 + 1 ⇒ (7) + 7 + (1) + 3 + 1 = 19

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3
    Billy (Evangelist) - 1

    Take Free Explore

    Black Marsh Spider Venom:

    MM
    Item 2
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 8
    If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.

    Intelligence 8: 1d8 + 1 ⇒ (5) + 1 = 6

    Roll Details:

    Intelligence - 1d8
    Billy (Evangelist) - 1

    End of Turn Examine - Blessing of the Lady of Graves
    Swap to Aric and replace Ring of Regen with Foresight

    Has Undead Trait, so rehcarge Foresight to encounter the blessing (Undead Trait)

    Diplomacy(Divine) 10: 1d10 + 7 + 1 ⇒ (2) + 7 + 1 = 10

    Roll Details:

    Diplomacy - 1d10+7
    Billy (Evangelist) - 1

    Recharge Quick Change mask to use Diplomacy instead of Divine

    Acquiring a card lets me examine the location - Falcon Crown

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Gravewatcher Chain Mail, Red Leathers, Billy (Evangelist), Blessing of Bastet, Blessing of the Lady of Graves,

    Displayed:
    Current Location: Crypt
    Kit: Ring of Regeneration, Mask of the Red Raven, Vampiric Backsword +3,
    Deck: 20 Discard: 1 Buried: 2
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? Y
    Hero Points: 8
    Used: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Vizier, Isiem, Hypnotist's Locket, Blessing of the Quartermaster, Sorrowsoul, Blessing of the Midnight Lord, Corrosive Backsword +4, Spyglass, Isiem (2), Wayfinder, Fortune Teller, Blessing of the Savored Sting, Neferekhu, Blessing of the Vaultmaster
    Recharged: Blessing of Zon-Kuthon, Doc (Forensic Physician), Named Bullet, Hand of Glory, Foresight, Quick-Change Mask,
    Discard Pile: Shocking Scimitar +2,
    Buried Pile: Keen Rapier +3, Dagger of Doubling,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Banished top 2 cards of the Crypt
    Acquired Card 3 of the Crypt
    Examined Card 4


  • Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of Ra
    Hour Power:No effect.
    Location: Forgery of Ra
    Location Power:All monsters have and are immune to the Fire trait. All damage dealt to you is Fire damage.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
    When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.

    Start of Turn: Stay as Red Raven
    Swap Foresight with Ring of regen

    Ring of Regen: 1d4 ⇒ 1
    Start of Turn, Ring Of Regeneration: Doc (Forensic Physician)
    Move to Hall of Winged Chaos

    End of Move Examine - Blessing of Bastet

    Free Explore

    Blessing of Bastet:

    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.

    Stealth 8: 1d10 + 6 + 1 ⇒ (5) + 6 + 1 = 12

    Roll Details:

    Stealth - 1d10+6
    Billy (Evangelist) - 1

    End of Turn Examine - Wyvern Poison
    After Examine: Switch to Aric

    Ring of Regen: 1d3 ⇒ 2
    Start of Turn, Ring Of Regeneration: Named Bullet

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Gravewatcher Chain Mail, Ring of Regeneration, Quick-Change Mask, Billy (Evangelist), Blessing of Bastet,

    Displayed:
    Current Location: Forgery of Ra
    Kit: Foresight, Mask of the Red Raven, Vampiric Backsword +3,
    Deck: 18 Discard: 2 Buried: 2
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? Y
    Hero Points: 8
    Used: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wayfinder, Blessing of the Quartermaster, Blessing of the Savored Sting, Red Leathers, Isiem, Vizier, Neferekhu, Fortune Teller, Isiem (2), Hypnotist's Locket, Sorrowsoul, Blessing of the Midnight Lord, Corrosive Backsword +4, Blessing of the Vaultmaster, Spyglass
    Recharged: Blessing of Zon-Kuthon, Doc (Forensic Physician), Named Bullet,
    Discard Pile: Shocking Scimitar +2, Hand of Glory,
    Buried Pile: Keen Rapier +3, Dagger of Doubling,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Acquired Card 3 of Hall of Winged Chaos
    Examined Card 4 (Wyvern Poison) of Hall of Winged Chaos


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Bastet
    Hour Power:No effect.
    Location: Forgery of Ra
    Location Power:All monsters have and are immune to the Fire trait. All damage dealt to you is Fire damage.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
    When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.
    RoR: 1d2 ⇒ 2

    Start of Turn, Ring Of Regeneration: Fortune Teller
    Start of Turn: Switch to Red Raven
    End of Move Examine - Dagger of Doubling
    Swap Ring of Regen with Zon-Kuthon

    Dagger of Doubling:

    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.

    Dexterity 10: 1d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11

    Roll Details:

    Dexterity - 1d10+4
    Billy (Evangelist) - 1

    Reveal Doc to heal 1, then explore

    Red Raven has all cards in their discard pile healed: (Blessing of the Vaultmaster). Deck shuffled.

    Shocking Chest:

    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.

    Dexterity 12(17): 1d10 + 4 + 1 + 1d10 ⇒ (10) + 4 + 1 + (1) = 16

    Roll Details:

    Dexterity - 1d10+4
    Billy (Evangelist) - 1
    Blessed - 1d10

    Use Nok-Noks Master of Masters to Bless
    Paizo Reroll a d10

    Dexterity 12(17): 10 + 4 + 1 + 1d10 ⇒ 10 + 4 + 1 + (5) = 20

    Draw Axe of the Imperative,Named Bullet,Chest of Keeping

    End of Turn Examine - Queen Neferuset
    Swap Mask of Red Raven with Keen Rapier +3
    Use Power to encounter her

    Queen Neferuset:

    MM
    Henchman 6
    Type: Monster
    Traits:
    Undead
    Mummy
    Oracle
    Cold
    To Defeat:
    Combat 27
    OR Divine 20
    Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage.
    If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck.
    If defeated, draw a random spell that has the Divine trait from the box.
    After the encounter, bury all weapons and armors played during the encounter.

    Difficulty Increase: 1d12 ⇒ 1

    Combat 28(17+1): 1d10 + 7 + 1 + 1d10 + 1d10 + 2d4 + 3 + 1d4 + 2d4 ⇒ (6) + 7 + 1 + (5) + (2) + (4, 3) + 3 + (4) + (1, 2) = 38

    Roll Details:

    Combat(Melee) - 1d10+7
    Billy (Evangelist) - 1
    Double Blessed - 1d10+1d10
    Keen Rapier +3 - 2d4+3
    Discard - 1d4
    Dagger of Doubling - 2d4

    Recharge Zon Kuthon to bless twice
    Pass Adventure Power

    Bury Keen Rapier and Dagger of Doubling
    Draw Forsight (Random Spell 2

    Close Damage: 1d6 ⇒ 2
    Reveal Gravewatcher Chain Mail to prevent damage

    Forgery of Ra closed

    "

    Red Raven wrote:

    Hand: Giantbane Curve Blade +3, Foresight, Gravewatcher Chain Mail, Billy (Evangelist),

    Displayed: Chest of Keeping,
    Current Location: Forgery of Ra
    Kit: Ring of Regeneration, Mask of the Red Raven, Vampiric Backsword +3,
    Deck: 17 Discard: 3 Buried: 2
    NOTES:
    Available Support:
  • If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.
    Other: Paizo Re-Roll Used for 4-6D? Y
    Hero Points: 8
    Used: 1
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Midnight Lord, Blessing of the Quartermaster, Hypnotist's Locket, Spyglass, Quick-Change Mask, Isiem (2), Red Leathers, Blessing of the Vaultmaster, Vizier, Wayfinder, Sorrowsoul, Corrosive Backsword +4, Neferekhu, Blessing of the Savored Sting, Fortune Teller, Isiem
    Recharged: Blessing of Zon-Kuthon,
    Discard Pile: Doc (Forensic Physician), Axe of the Imperative, Named Bullet,
    Buried Pile: Keen Rapier +3, Dagger of Doubling,
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ===================================
    ARIC: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ☑ You may discard (☑ or recharge) a card to evade a bane you encounter.
    ☑ When attempting to guard your location, you may discard a card to succeed.

    "

    End of Turn Summary
    Closed Forgery of Ra
    Used Random Weapon 1, Spell 1 and 2, and Item 1
    Use Nok-Noks Master of Masters to Bless


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of the Lady of Graves
    Hour Power:No effect.
    Location: Forgery of Ra
    Location Power:All monsters have and are immune to the Fire trait. All damage dealt to you is Fire damage.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
    When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.

    Start of Turn: Switch to Red Raven
    Swap Keen rapier with Vaultmaster from Kit

    End of Move Examine - Hippopotamus Mud Elemental
    After Examine: Switch to Aric
    Use Fortune Teller to call boon and encounter Hippo, but Auto Fail it

    DiscardRecharge Isiem to examine the top 3 cards of the location, rearrange and explore

    Card 2 - Inevitable Trap (TRIGGER)
    Card 3 - Guardian Thunderbirds
    Card 4 - Horn Lamellar

    After Examine: Switch to Red Raven and process Inevitable Trap(TRIGGER)

    Inevitable Trap:

    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.

    Wisdom 10: 1d8 + 3 + 1d8 + 1d8 + 1 ⇒ (2) + 3 + (8) + (4) + 1 = 18

    Roll Details:

    Wisdom - 1d8+3
    Double Blessed - 1d8+1d8
    Billy (Evangelist) - 1

    Use Vaultmaster to double bless

    Leave cards in order, and explore

    Guardian Thunderbirds:

    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.
    If the check to defeat has the Ranged trait, the difficulty is increased by 3.

    BYA damage: 1d4 ⇒ 1
    Reveal Gravewatcher Chain Mail to prevent Damage

    Combat 22: 1d10 + 7 + 1d10 + 3 + 1 ⇒ (6) + 7 + (2) + 3 + 1 = 19

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3
    Billy (Evangelist) - 1

    Hero Point that
    Combat 22: 1d10 + 7 + 1d10 + 3 + 1 ⇒ (5) + 7 + (1) + 3 + 1 = 17

    Discard Fortune Teller to reroll (Red Raven Power)
    Combat 22: 1d10 + 7 + 1d10 + 3 + 1 ⇒ (10) + 7 + (6) + 3 + 1 = 27

    End of Turn Examine - Horn Lamellar
    After Examine: Switch to Aric

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Gravewatcher Chain Mail, Mask of the Red Raven, Ring of Regeneration, Doc (Forensic Physician), Billy (Evangelist),

    Displayed:
    Current Location: Forgery of Ra
    Kit: Blessing of Zon-Kuthon, Keen Rapier +3, Vampiric Backsword +3,
    Deck: 14 Discard: 2 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hypnotist's Locket, Isiem (2), Blessing of the Midnight Lord, Blessing of the Quartermaster, Wayfinder, Blessing of the Savored Sting, Sorrowsoul, Corrosive Backsword +4, Quick-Change Mask, Neferekhu, Vizier, Spyglass, Red Leathers
    Recharged: Isiem,
    Discard Pile: Blessing of the Vaultmaster, Fortune Teller,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Banished Cards 1-3 of Forgery of Ra.
    Examined Card 4 (Horn Lamellar)


  • Aric Deck Handler

    Start at Forgery of Ra

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Keen Rapier +3, Gravewatcher Chain Mail, Billy (Evangelist), Isiem, Fortune Teller,

    Displayed:
    Current Location: Forgery of Ra
    Kit: Blessing of Zon-Kuthon, Blessing of the Vaultmaster, Vampiric Backsword +3,
    Deck: 16 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 9
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hypnotist's Locket, Isiem (2), Quick-Change Mask, Mask of the Red Raven, Ring of Regeneration, Blessing of the Quartermaster, Doc (Forensic Physician), Spyglass, Red Leathers, Blessing of the Savored Sting, Neferekhu, Wayfinder, Blessing of the Midnight Lord, Corrosive Backsword +4, Sorrowsoul, Vizier
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "


    Aric Deck Handler

    Hero Point
    Banked - 9 Remaining

    Upgrades
    Draw and keep Ally 6.
    Armor 6: 1d1 ⇒ 1


    Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of the Ancients(Kasmirs Blessing)
    Hour Power:No effect.
    Location: Ruined Temple
    Location Power:When you play a card that has the Divine trait, bury it.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Start of Turn: Stay as Aric
    Grab Ring of Regen from kit for Vampiric sword

    Elemental Mastery:

    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison 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 13 check to recharge this card instead of discarding it.

    Auto Fail this

    Recharge Elyana to examine/explore

    Girtablilu Ranger (TRIGGER)
    Elyana lets me ignore triggers
    After Examine: Switch to Red Raven
    Swap Ring of Regen for Lockpick shield
    Don't move, but do explore

    Girtablilu Ranger:

    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
    Before you act, you are dealt 1d4 Poison damage.

    BYA Damage: 1d4 ⇒ 4
    Owie! Discard all but my sword

    Combat 17: 1d10 + 7 + 1d10 + 3 ⇒ (2) + 7 + (5) + 3 = 17

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3

    End of Turn Examine - Devourer Assassin (VILLAIN!)
    After Examine: Switch to Aric

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Wayfinder, Fortune Teller, Blessing of the Savored Sting, Blessing of Pharasma, Blessing of the Quartermaster,

    Displayed:
    Current Location: Ruined Temple
    Kit: Hypnotist's Locket, Vampiric Backsword +3, Ring of Regeneration,
    Aric has the following scourges marked:
    Sky Pharaoh's Curse:
    While Marked:
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

    Deck: 9 Discard: 6 Buried: 4
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of Zon-Kuthon, Spyglass, Quick-Change Mask, Blessing of the Midnight Lord, Keen Rapier +3, Sorrowsoul, Corrosive Backsword +4, Isiem, Elyana,
    Discard Pile: Billy (Evangelist), Blessing of the Ancients, Lockpick Shield, Hand of Glory, Vizier, Blessing of the Vaultmaster,
    Buried Pile: Doc (Forensic Physician), Mask of the Red Raven, Red Leathers, Neferekhu,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Banished Cards 3 and 5 from Ruined Temple
    Examined Card 6


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour:Grand Lodge's Favor
    Hour Power:While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
    Location: Ruined Temple
    Location Power:When you play a card that has the Divine trait, bury it.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Hour lets me examine all the stuffs.
    Eternal Arena - Elemental Mastery
    Mumia Lab - Kor-Ahn-Tuk (Henchman)

    Recharge Random Ally: 1d2 ⇒ 1 -> Sorrowsoul

    RingOfRegen: 1d2 ⇒ 1
    Start of Turn, Ring Of Regeneration: Corrosive Backsword +4

    Start of Turn: Stay as Aric
    Replace Ring Of Regen with Isiem from kit

    Whip of Centipedes:

    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    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 12 check to recharge this card instead of discarding it.

    Auto Fail this

    DiscardRecharge Isiem to examine top 3 and reorder, then explore

    Card 2 - Hand of Glory
    Card 3 - Elemental Mastery
    Card 4 - Sky Pharaoh's Curse (TRIGGER)

    Leave card 2 on top, explore

    Hand of Glory:

    MM
    Item 6
    Traits:
    Accessory
    Magic
    Gambling
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
    At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.

    Intelligence 11: 1d8 + 1 + 1d8 ⇒ (4) + 1 + (7) = 12

    Roll Details:

    Intelligence - 1d8+1
    Blessed - 1d8

    Use my Ancients to bless

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Vampiric Backsword +3, Hand of Glory, Vizier, Elyana, Blessing of the Vaultmaster,

    Displayed:
    Current Location: Ruined Temple
    Kit: Hypnotist's Locket, Ring of Regeneration, Lockpick Shield,
    Aric has the following scourges marked:
    Sky Pharaoh's Curse:
    While Marked:
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

    Deck: 13 Discard: 2 Buried: 4
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Quartermaster, Blessing of the Savored Sting, Fortune Teller, Wayfinder, Blessing of Pharasma
    Recharged: Blessing of Zon-Kuthon, Spyglass, Quick-Change Mask, Blessing of the Midnight Lord, Keen Rapier +3, Sorrowsoul, Corrosive Backsword +4, Isiem,
    Discard Pile: Billy (Evangelist), Blessing of the Ancients,
    Buried Pile: Doc (Forensic Physician), Mask of the Red Raven, Red Leathers, Neferekhu,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Banished Card 1 from Temple
    Acquired Card 2 from the Temple
    Card 3 of the Temple is the top and has been examined
    Displayed Card 4 of the Temple next to my deck


  • Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of Anubis
    Hour Power:No effect.
    Location: Ghoul Square
    Location Power:When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Start of Turn: Stay as Red Raven
    Move to Ruined Temple

    End of Move Examine - Blessing of Pharasma
    After Examine: Switch to Aric
    Swap Lockpick Sheild with Ring of Regen

    Blessing of Pharasma:

    MM
    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.

    Intelligence 5: 1d8 + 1 ⇒ (7) + 1 = 8

    Roll Details:

    Intelligence - 1d8+1

    Acquiring a boon lets me examine - Whip of Centipedes

    Regen: 1d4 ⇒ 4
    End of Turn, Ring Of Regeneration: Keen Rapier +3

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Vampiric Backsword +3, Ring of Regeneration, Elyana, Blessing of the Ancients, Blessing of the Vaultmaster,

    Displayed:
    Current Location: Ruined Temple
    Kit: Hypnotist's Locket, Isiem, Lockpick Shield,
    Deck: 11 Discard: 3 Buried: 4
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Quartermaster, Wayfinder, Blessing of Pharasma, Vizier, Blessing of the Savored Sting, Fortune Teller
    Recharged: Blessing of Zon-Kuthon, Spyglass, Quick-Change Mask, Blessing of the Midnight Lord, Keen Rapier +3,
    Discard Pile: Corrosive Backsword +4, Sorrowsoul, Billy (Evangelist),
    Buried Pile: Doc (Forensic Physician), Mask of the Red Raven, Red Leathers, Neferekhu,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    "End of Turn Summary
    Acquired Card 1 of the Ruined Temple
    Examined card 2


  • Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of Maat
    Hour Power:No effect.
    Location: Vault of Hidden Wisdom
    Location Power:When you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Start of Turn: Stay as Red Raven
    Move to Ghoul Square
    Use Power to encounter him

    End of Move Examine - Thunder Lizard

    Thunder Lizard:

    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Nok-Nok takes 1d4 Electricity damage
    BYA Damage: 1d4 ⇒ 3

    Combat 13: 1d10 + 7 + 2d4 + 3 ⇒ (5) + 7 + (1, 4) + 3 = 20

    Roll Details:

    Combat(Melee) - 1d10+7
    Keen Rapier +3 - 2d4+3

    Skip Free Explore

    End of Turn Examine - Ossumental Swarm
    Closing Henchman, leave it there and I can take care of it and the close next turn if need be

    After Examine: Switch to Aric

    "

    Aric wrote:

    Hand: Keen Rapier +3, Giantbane Curve Blade +3, Quick-Change Mask, Neferekhu, Blessing of the Midnight Lord, Blessing of the Vaultmaster,

    Displayed:
    Current Location: Ghoul Square
    Kit: Hypnotist's Locket, Isiem, Ring of Regeneration,
    Deck: 10 Discard: 3 Buried: 3
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Vizier, Blessing of the Savored Sting, Blessing of the Quartermaster, Vampiric Backsword +3, Fortune Teller, Wayfinder, Elyana, Lockpick Shield
    Recharged: Blessing of Zon-Kuthon, Spyglass,
    Discard Pile: Corrosive Backsword +4, Sorrowsoul, Billy (Evangelist),
    Buried Pile: Doc (Forensic Physician), Mask of the Red Raven, Red Leathers,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    "End of Turn Summary
    Nok-Nok takes 1d4 Electricity damage
    Banished Card 1 of Ghoul Square
    Examined Card 2


  • Aric Deck Handler

    Start at Vault of Hidden Wisdom

    "

    Aric wrote:

    Hand: Keen Rapier +3, Red Leathers, Mask of the Red Raven, Spyglass, Ring of Regeneration, Doc (Forensic Physician),

    Displayed:
    Current Location: Vault of Hidden Wisdom
    Kit: Hypnotist's Locket, Isiem, Blessing of Zon-Kuthon,
    Deck: 15 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Savored Sting, Sorrowsoul, Blessing of the Vaultmaster, Neferekhu, Vizier, Giantbane Curve Blade +3, Vampiric Backsword +3, Corrosive Backsword +4, Billy (Evangelist), Quick-Change Mask, Fortune Teller, Wayfinder, Elyana, Blessing of the Midnight Lord, Lockpick Shield
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "


    Aric Deck Handler

    Hero Point
    Looks like I wrote one thing and did another. I actually took a Skill Feat in my records for the last scenario. So I will actually be taking the card feat blessing this scenario.

    Upgrades
    Weapon 6: 1d1000 ⇒ 698


    Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of the Ancients
    Hour Power:No effect.
    Location: Sepulcher of the Servant
    Location Power:Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck.
  • When a card would be banished from your location deck, you may instead banish an ally or a blessing.
  • To win the scenario, a location must be open while the siege deck is empty.

    Start of Turn, Ring Of Regeneration: Keen Rapier +3
    Start of Turn: Switch to Red Raven
    Exchange Ring of Regen for Vizier

    End of Move Step use Fortune teller and call Bane

    Geniekin:

    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.

    Handle Trigger first

    Random Monster 5 used

    Rukh:

    MM
    Monster 3
    Traits:
    Animal
    Acid
    To Defeat:
    Combat 13
    THEN Combat 13
    All damage dealt by the Rukh is Acid damage.
    If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    If undefeated, move to a random location.

    Combat 17(13+4): 1d10 + 7 + 1d10 + 3 + 1d6 ⇒ (6) + 7 + (8) + 3 + (2) = 26

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3
    Isiem - 1d6

    THEN
    Combat 17(13+4): 1d10 + 7 + 1d10 + 3 ⇒ (5) + 7 + (3) + 3 = 18
    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3

    Fortune Teller lets me encounter the Geniekin

    Combat 20(8+6+6): 1d10 + 7 + 1d10 + 3 + 1d10 ⇒ (1) + 7 + (9) + 3 + (10) = 30

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3
    Blessed - 1d10

    Use Nok-Nok Blessing Master of Masters

    End of Move Examine - Scarab Swarm TRIGGER

    Scarab Swarm:

    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

    Discard Lockpick Shield for Trigger damage

    Combat 18(22)(6+6+6): 1d10 + 7 + 1d10 + 3 + 2d4 ⇒ (6) + 7 + (9) + 3 + (3, 1) = 29

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3
    Discard - 2d4

    As I am now weaponless, I will forgo my free explore

    End of Turn Examine - Inevitable Trap
    After Examine: Switch to Aric

    Inevitable Trap:

    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.

    Arcane 13: 1d4 + 1d10 + 7 ⇒ (3) + (2) + 7 = 12

    Roll Details:

    Arcane - 1d4
    Vizier - 1d10+7

    Paizo Reroll the d10
    Arcane 13: 3 + 1d10 + 7 ⇒ 3 + (8) + 7 = 18

    "

    Aric wrote:

    Hand: Red Leathers, Spyglass, Quick-Change Mask, Elyana, Fortune Teller, Neferekhu,

    Displayed:
    Current Location: Sepulcher of the Servant
    Kit: Sorrowsoul, Doc (Forensic Physician), Ring of Regeneration,
    Deck: 13 Discard: 2 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? Y
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hypnotist's Locket, Mask of the Red Raven, Blessing of the Vaultmaster, Vampiric Backsword +3, Wayfinder, Billy (Evangelist)
    Recharged: Blessing of the Midnight Lord, Blessing of Zon-Kuthon, Sawtooth Sabre +2, Blessing of the Savored Sting, Keen Rapier +3, Isiem, Vizier,
    Discard Pile: Lockpick Shield, Giantbane Curve Blade +3,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Banished top 3 cards of the Siege deck
    Used Random Monster 5
    Use Nok-Nok Blessing Master of Masters


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Pharasma
    Hour Power:No effect.
    Location: Sepulcher of the Servant
    Location Power:Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck.
  • When a card would be banished from your location deck, you may instead banish an ally or a blessing.
  • To win the scenario, a location must be open while the siege deck is empty.

    Start of Turn: Switch to Red Raven
    Regen: 1d2 ⇒ 2
    Start of Turn, Ring Of Regeneration: Sawtooth Sabre +2

    Use Fortune Teller and call bane

    Toxic Geyser:

    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.

    Acrobatics 17(5+6+6): 1d10 + 6 + 1d10 + 1d10 ⇒ (6) + 6 + (6) + (2) = 20

    Roll Details:

    Acrobatics - 1d10+6
    Double Blessed - 1d10+1d10

    Use Nok Noks Vaultmaster to double bless

    End of Move Examine - Living Sandstorms TRIGGER!

    Living Sandstorms:

    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.

    Stealth 12: 1d10 + 6 ⇒ (1) + 6 = 7

    Roll Details:

    Stealth - 1d10+6

    Use Savored Sting to reroll and add 2 dice

    Stealth 12: 1d10 + 6 + 1d10 + 1d10 ⇒ (2) + 6 + (4) + (3) = 15

    Roll Details:

    Stealth - 1d10+6
    Double Blessed - 1d10+1d10

    Power lets me encounter the monster
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.

    Combat 18: 1d10 + 7 + 1d10 + 3 ⇒ (5) + 7 + (4) + 3 = 19

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3

    Free Explore

    Insanity Mist:

    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.

    Display Next To Location

    End of Turn Examine - Hanshepsu
    After Examine: Switch to Aric

    Regen: 1d2 ⇒ 2
    End of Turn, Ring Of Regeneration: Blessing of the Savored Sting

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Lockpick Shield, Ring of Regeneration, Fortune Teller, Neferekhu, Isiem,

    Displayed:
    Current Location: Sepulcher of the Servant
    Kit: Vizier, Doc (Forensic Physician), Sorrowsoul,
    Deck: 14 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spyglass, Mask of the Red Raven, Billy (Evangelist), Red Leathers, Hypnotist's Locket, Vampiric Backsword +3, Elyana, Quick-Change Mask, Blessing of the Vaultmaster, Wayfinder
    Recharged: Blessing of the Midnight Lord, Blessing of Zon-Kuthon, Sawtooth Sabre +2, Blessing of the Savored Sting,
    Discard Pile: Keen Rapier +3,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Use Nok Noks Vaultmaster to double bless
    Discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Banished top 2 cards of siege deck
    Insanity Mist is displayed at Sepulcher of the Servant
    Examined Card 4


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Maat
    Hour Power:No effect.
    Location: Sepulcher of the Servant
    Location Power:Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck.
  • When a card would be banished from your location deck, you may instead banish an ally or a blessing.
  • To win the scenario, a location must be open while the siege deck is empty.

    Start of Turn: Switch to Red Raven
    End of Move. Reveal Fortune Teller and call Bane

    Mummy:

    MM
    Monster 4
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    If undefeated, bury your discard pile.

    Combat 21: 1d10 + 7 + 1d10 + 3 ⇒ (4) + 7 + (7) + 3 = 21

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3

    End of Move Examine - Bonecrusher Chieftain(TRIGGER)
    Grab Sawtooth Sabre +2 from my Kit

    Bonecrusher Chieftain:

    MM
    Monster 2
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.

    Combat 21(12+3+6): 1d10 + 7 + 1d6 + 2 + 1d8 + 6 ⇒ (8) + 7 + (1) + 2 + (7) + 6 = 31

    Roll Details:

    Combat(Melee) - 1d10+7
    Sawtooth Sabre +2 - 1d6+2
    Discard - 1d8+6

    Discard Sabre since the Chiefton requires it anyway

    Free Explore

    Ossumental Swarm:

    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.

    Combat 20(30): 1d10 + 7 + 1d10 + 3 + 1d10 + 1d10 ⇒ (6) + 7 + (2) + 3 + (7) + (5) = 30

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3
    Double Blessed - 1d10+1d10

    Use my Zon Kuthon to bless

    End of Turn Examine - Ammut
    The BYA damage would hurt, so I'm going to leave it there
    After Examine: Switch to Aric

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Lockpick Shield, Ring of Regeneration, Fortune Teller, Neferekhu, Blessing of the Savored Sting,

    Displayed:
    Current Location: Sepulcher of the Servant
    Kit: Vizier, Doc (Forensic Physician), Sorrowsoul,
    Deck: 13 Discard: 2 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Billy (Evangelist), Elyana, Mask of the Red Raven, Blessing of the Vaultmaster, Spyglass, Isiem, Quick-Change Mask, Hypnotist's Locket, Vampiric Backsword +3, Red Leathers, Wayfinder
    Recharged: Blessing of the Midnight Lord, Blessing of Zon-Kuthon,
    Discard Pile: Keen Rapier +3, Sawtooth Sabre +2,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Cleared the top 3 cards of the Siege Deck
    Examined Card 4


  • Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of Ra
    Hour Power:No effect.
    Location: Sepulcher of the Servant
    Location Power:Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck.
  • When a card would be banished from your location deck, you may instead banish an ally or a blessing.
  • To win the scenario, a location must be open while the siege deck is empty.

    Start of Turn: Switch to Red Raven
    Reveal Fortune teller and call Bane

    Elder Ice Elemental:

    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Cold
    To Defeat:
    Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
    Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
    If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.

    Combat 16: 1d10 + 7 + 2d4 + 3 + 1d4 ⇒ (2) + 7 + (3, 2) + 3 + (1) = 18

    Roll Details:

    Combat(Melee) - 1d10+7
    Keen Rapier +3 - 2d4+3
    Discard - 1d4

    Auto Fail the BYA

    End of Move Examine - Ossumental Swarm
    Use Power to encounter the monster
    Swap Blessing of the Midnight Lord with VIzier

    Ossumental Swarm:

    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.

    Combat 20(30): 1d10 + 7 + 1d10 + 3 + 1d10 + 1d10 ⇒ (1) + 7 + (9) + 3 + (1) + (6) = 27

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3
    Double Blessed - 1d10+1d10

    No Free Blessing

    Free Explore

    Ecorche:

    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 20
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

    Combat 20(26): 1d10 + 7 + 1d10 + 3 + 1d10 ⇒ (2) + 7 + (8) + 3 + (6) = 26

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3
    Blessed - 1d10

    Use Nok Noks Mantis God to bless

    End of Turn Examine - Corridor Dart Trap
    After Examine: Switch to Aric

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Lockpick Shield, Fortune Teller, Sorrowsoul, Blessing of the Savored Sting, Blessing of Zon-Kuthon,

    Displayed:
    Current Location: Sepulcher of the Servant
    Kit: Vizier, Doc (Forensic Physician), Sawtooth Sabre +2,
    Deck: 14 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Regeneration, Isiem, Elyana, Wayfinder, Billy (Evangelist), Blessing of the Vaultmaster, Quick-Change Mask, Hypnotist's Locket, Spyglass, Vampiric Backsword +3, Neferekhu, Mask of the Red Raven, Red Leathers
    Recharged: Blessing of the Midnight Lord,
    Discard Pile: Keen Rapier +3,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Banished Cards 3-5 of Siege Deck
    Examined Card 6 - Corridor Dart Trap
    Use Nok Noks Blessing of the Mantis God to bless


  • Aric Deck Handler

    Start at Sepulcher of the Servant

    "

    Aric wrote:

    Hand: Sawtooth Sabre +2, Giantbane Curve Blade +3, Keen Rapier +3, Lockpick Shield, Sorrowsoul, Vizier,

    Displayed:
    Current Location: Sepulcher of the Servant
    Kit: Blessing of the Midnight Lord, Doc (Forensic Physician), Fortune Teller,
    Deck: 15 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Savored Sting, Ring of Regeneration, Blessing of the Vaultmaster, Wayfinder, Vampiric Backsword +3, Elyana, Mask of the Red Raven, Hypnotist's Locket, Neferekhu, Blessing of Zon-Kuthon, Quick-Change Mask, Spyglass, Red Leathers, Billy (Evangelist), Isiem
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "


    Aric Deck Handler

    Hero Point
    Card Feat: Blessing

    Card Upgrades
    Pass


    Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Pharasma
    Hour Power:No effect.
    Location: Five-Pointed Sun
    Location Power:When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.

    Can't do anything...

    EoT Damage: 1d4 ⇒ 1

    Discard Lockpick Shield for damage

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Vampiric Backsword +3, Quick-Change Mask, Billy (Evangelist), Blessing of the Midnight Lord, Blessing of Maat,

    Displayed:
    Current Location: Five-Pointed Sun
    Kit: Red Leathers, Vizier, Wayfinder,
    Deck: 16 Discard: 2 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6B? Y
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Vaultmaster, Maftet Hunter, Elyana, Spyglass, Blessing of Zon-Kuthon, Spellsword +2, Hypnotist's Locket, Sand Elemental, Isiem, Neferekhu, Blessing of the Ancients, Mask of the Red Raven
    Recharged: Doc (Forensic Physician), Fortune Teller, Keen Rapier +3, Ring of Regeneration,
    Discard Pile: Sawtooth Sabre +2, Lockpick Shield,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Horus
    Hour Power:No effect.
    Location: Hall of Winged Chaos
    Location Power:All monsters have and are immune to the Electricity trait. All damage dealt to you is Electricity damage.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.

    Start of Turn: Switch to Red Raven
    End of Move Examine - Thundercloud of Set

    Thundercloud of Set:

    MM
    Henchman 6
    Type: Monster
    Traits:
    Elemental
    Electricity
    To Defeat:
    Combat 21
    The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
    After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand.
    If undefeated, each character is dealt 1d4 damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 21: 1d10 + 7 + 1d6 + 2 + 1d8 + 6 ⇒ (8) + 7 + (1) + 2 + (5) + 6 = 29

    Roll Details:

    Combat(Melee) - 1d10+7
    Sawtooth Sabre +2 - 1d6+2
    Discard - 1d8+6

    My Melee is based on Dex, so ignore the AYA

    Location automatically closes

    Examine the villain Sandstorm

    Sandstorm:

    Villain
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Random Location Aric: 1d2 ⇒ 2 -> Forgery of Ra
    Random Location Kasmir: 1d2 ⇒ 2 -> Forgery of Ra
    Not sure how this works with Amiri?

    After Examine: Switch to Aric

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Vampiric Backsword +3, Lockpick Shield, Quick-Change Mask, Billy (Evangelist), Blessing of the Midnight Lord,

    Displayed:
    Current Location: Forgery of Ra
    Kit: Red Leathers, Vizier, Wayfinder,
    Deck: 16 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6B? Y
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hypnotist's Locket, Spyglass, Maftet Hunter, Blessing of the Vaultmaster, Spellsword +2, Isiem, Blessing of the Ancients, Blessing of Zon-Kuthon, Mask of the Red Raven, Neferekhu, Sand Elemental, Elyana
    Recharged: Doc (Forensic Physician), Fortune Teller, Keen Rapier +3, Ring of Regeneration,
    Discard Pile: Sawtooth Sabre +2,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Close Hall of Winged Chaos"


  • Aric Deck Handler

    OFF-TURN ACTIONS:
    Remove Curse of Blindness THANK YOU KASMIR!
    Aric has all cards in his discard pile healed: (Blessing of the Midnight Lord, Spyglass, Blessing of the Ancients). Deck shuffled.

    ========================
    Aric starts his turn.
    Hour: Blessing of Thoth
    Hour Power:No effect.
    Location: Hall of Winged Chaos
    Location Power:All monsters have and are immune to the Electricity trait. All damage dealt to you is Electricity damage.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.

    Lightning: 1d4 ⇒ 3
    Recharge Doc and Fortune Teller and discard Keen Scimitar
    Lghtning Moves: 1d5 ⇒ 2 => Forgery of Ra

    Start of Turn, Ring Of Regeneration: Keen Scimitar

    Start of Turn: Switch to Red Raven
    End of Move Examine - Plasma Ooze

    So I can't get through the BYA on this thing, so I'll evade it and try my luck
    After Examine: Switch to Aric

    Free explore - encounter Ooze, but recharge Ring of Regeneration to evade it

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Sawtooth Sabre +2, Vampiric Backsword +3, Lockpick Shield, Billy (Evangelist), Blessing of the Midnight Lord,

    Displayed:
    Current Location: Hall of Winged Chaos
    Kit: Red Leathers, Vizier, Wayfinder,
    Deck: 17 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6B? Y
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sand Elemental, Blessing of Zon-Kuthon, Hypnotist's Locket, Isiem, Maftet Hunter, Blessing of the Ancients, Blessing of the Vaultmaster, Mask of the Red Raven, Spellsword +2, Elyana, Spyglass, Neferekhu, Quick-Change Mask
    Recharged: Doc (Forensic Physician), Fortune Teller, Keen Rapier +3, Ring of Regeneration,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Hall of Winged Chaos is shuffled


  • Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of the Lady of Graves
    Hour Power:No effect.
    Location: Hall of the Crocodile Kings
    Location Power:Add 1 die to checks that invoke the Acid or Poison trait. All damage dealt to you is Acid damage.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.

    Start of Turn: Stay as Red Raven
    Regen: 1d4 ⇒ 3
    Start of Turn, Ring Of Regeneration: Sand Elemental
    No Blessings, so Hourglass gets advanced. Hour is off by 1
    Move to Hall of Winged Chaos

    End of Move Examine - Blessing of the Ancients

    Blessing of the Ancients:

    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Divine 3: 1d4 + 1 ⇒ (2) + 1 = 3

    Roll Details:

    Divine - 1d4
    Billy (Evangelist) - 1

    Discard Ancients to examine/Explore - Lightning Storm

    Lightning Storm:

    MM
    Barrier B
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

    Display Storm

    End of Turn Examine - Bottled Lightning
    After Examine: Switch to Aric
    Regen: 1d4 ⇒ 2
    End of Turn, Ring Of Regeneration: Blessing of the Vaultmaster

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Keen Rapier +3, Ring of Regeneration, Billy (Evangelist), Fortune Teller, Doc (Forensic Physician),

    Displayed:
    Current Location: Hall of the Crocodile Kings
    Kit: Red Leathers, Vizier, Wayfinder,
    Aric has the following scourges marked:
    Curse of Blindness:
    While Marked:
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
    If you already have Curse of Blindness displayed, banish this card..

    Deck: 13 Discard: 4 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6B? Y
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sawtooth Sabre +2, Quick-Change Mask, Hypnotist's Locket, Vampiric Backsword +3, Lockpick Shield
    Recharged: Isiem, Elyana, Maftet Hunter, Mask of the Red Raven, Neferekhu, Blessing of Zon-Kuthon, Spellsword +2, Sand Elemental,
    Discard Pile: Blessing of the Midnight Lord, Blessing of the Vaultmaster, Spyglass, Blessing of the Ancients,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Hour is off by 1
    Acquired Card 1 of the Hall of Winged Chaos
    Displayed Card 2 of Hall of Winged Chaos
    Examined Card 3 of Hall of Winged Chaos


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Horus
    Hour Power:No effect.
    Location: Hall of the Crocodile Kings
    Location Power:Add 1 die to checks that invoke the Acid or Poison trait. All damage dealt to you is Acid damage.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.

    Start of Turn discard Blessing of Zon-Kuthon for Blindness

    Start of Turn: Switch to Red Raven
    Swap Red Leathers with Ring of Regeneration from kit
    End of Move Examine - Ghost Battling Ring
    After Examine: Switch to Aric

    Ghost Battling Ring:

    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.

    Knowledge 8: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

    Roll Details:

    Knowledge - 1d8+3
    Billy (Evangelist) - 1

    Recharge Maftet Hunter to explore again

    Grave Goods:

    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Using power, I will recharge Mask of Red Raven to evade the barrier. Location shuffled.

    Ring of Regen: 1d2 ⇒ 1
    Recharge Neferekhu

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Ring of Regeneration, Spyglass, Wayfinder, Billy (Evangelist), Vizier,

    Displayed:
    Current Location: Eternal Arena
    Kit: Red Leathers, Blessing of the Midnight Lord, Blessing of the Vaultmaster,
    Aric has the following scourges marked:
    Curse of Blindness:
    While Marked:
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
    If you already have Curse of Blindness displayed, banish this card..

    Deck: 13 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6B? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quick-Change Mask, Vampiric Backsword +3, Sawtooth Sabre +2, Fortune Teller, Doc (Forensic Physician), Lockpick Shield, Hypnotist's Locket, Keen Rapier +3
    Recharged: Isiem, Elyana, Maftet Hunter, Mask of the Red Raven, Neferekhu,
    Discard Pile: Blessing of Zon-Kuthon,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Banished card 5 of Hall of the Crocodile Kings
    Shuffled Hall of the Crocodile Kings


  • Aric Deck Handler

    OFF-TURN ACTIONS:
    BYA Damage: 1d4 ⇒ 2
    AYA Damage: 1d4 ⇒ 1

    ========================
    Aric starts his turn.
    Hour: Blessing of Osiris
    Hour Power:No effect.
    Location: Eternal Arena
    Location Power:When you move during your move step, you are dealt 1d6 Combat damage.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • If your location is open, you may not move.
  • At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck.
  • When you defeat the henchman Brass Golem, you may immediately attempt to close your location.

    Start of Turn: Switch to Red Raven

    Move to Hall of the Crocodile Kings
    End of Move Examine - The Evil Eye (TRIGGER!)
    Scourge: 1d10 ⇒ 9
    Curse of Blindness - OOF!
    Banish Evil Eye

    Free Explore

    Druid of the Hive:

    MM
    Ally B
    Traits:
    Thriae
    Druid
    Veteran
    Poison
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to ignore a bane's immunity to the Acid and Poison traits.
    Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

    Auto Fail that

    End of Turn Examine - Blessing of Pharasma
    After Examine: Switch to Aric

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Red Leathers, Mask of the Red Raven, Maftet Hunter, Billy (Evangelist), Blessing of Zon-Kuthon,

    Displayed:
    Current Location: Eternal Arena
    Kit: Ring of Regeneration, Blessing of the Midnight Lord, Blessing of the Vaultmaster,
    Aric has the following scourges marked:
    Curse of Blindness:
    While Marked:
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
    If you already have Curse of Blindness displayed, banish this card..

    Deck: 13 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6B? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fortune Teller, Doc (Forensic Physician), Vizier, Wayfinder, Spyglass, Keen Rapier +3, Hypnotist's Locket, Sawtooth Sabre +2, Lockpick Shield, Vampiric Backsword +3, Quick-Change Mask
    Recharged: Isiem, Elyana,
    Discard Pile: Neferekhu,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Banished top 2 cards of Hall of the Crocodile Kings
    Examined Card 3


  • Aric Deck Handler

    Start at Eternal Arena

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Neferekhu, Billy (Evangelist), Isiem, Elyana, Blessing of Zon-Kuthon,

    Displayed:
    Current Location: Eternal Arena
    Kit: Ring of Regeneration, Blessing of the Midnight Lord, Blessing of the Vaultmaster,
    Deck: 14 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6A? N
    Hero Points: 8
    Used: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sawtooth Sabre +2, Maftet Hunter, Mask of the Red Raven, Wayfinder, Red Leathers, Lockpick Shield, Spyglass, Quick-Change Mask, Fortune Teller, Vizier, Hypnotist's Locket, Doc (Forensic Physician), Keen Rapier +3, Vampiric Backsword +3
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck) (☑Or when you defeat a monster), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "


    Aric Deck Handler

    Hero Point
    Power Feat:
    Aric: (☑ or when a character encounters a Story Bane)
    RR: (☑ Or when you defeat a monster)
    8 Remaining

    Upgrades
    Ally 6


    Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Maat
    Hour Power:No effect.
    Location: Hall of Blessed Rebirth
    Location Power:When you would be dealt damage, you are dealt 1 Poison damage instead.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • When you acquire an ally, you may summon and encounter the henchman Varanthe the Paralyzer, Mortevia Strassel, or Xandhul Bloodsbane III, then you may attempt to close your location. (If the henchman is defeated, you may display it per its power.)
  • To win the scenario, all locations must be closed while Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III are displayed.

    Start of Turn: Switch to Red Raven
    Move to Peasant Tombs

    End of Move Examine - Fortune-Teller
    After Examine: Switch to Aric
    Use Fortune Teller and call boon to encounter Fortune Teller

    Fortune-Teller:

    MM
    Ally 6
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    Discard this card to explore your location.

    Diplomacy 11: 1d10 + 7 + 1 ⇒ (8) + 7 + 1 = 16

    Roll Details:

    Diplomacy - 1d10+7
    Billy (Evangelist) - 1

    I have no Divine cards to close

    Acquiring a boon lets me examine - Rod of the Devoured Dawn
    Free Explore

    Rod of the Devoured Dawn:

    MM
    Weapon 5
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act.

    Auto Fail this

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Hypnotist's Locket, Fortune Teller, Billy (Evangelist), Neferekhu, Fortune-Teller(2),

    Displayed:
    Current Location: Hall of Blessed Rebirth
    Kit: Doc (Forensic Physician), Ring of Regeneration, Tomb Artisan,
    Deck: 18 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6A? N
    Hero Points: 8
    Used: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mistform, Sawtooth Sabre +2, Vizier, Mask of the Red Raven, Wayfinder, Keen Rapier +3, Blessing of the Vaultmaster, Scribe, Red Leathers, Blessing of Zon-Kuthon, Elyana, Lockpick Shield, Blessing of the Midnight Lord, Maftet Hunter, Vampiric Backsword +3, Quick-Change Mask, Jelani, Spyglass
    Recharged:
    Discard Pile: Sedja,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Acquired Card 3 of Peasant Tombs
    Banished Card 4 of Peasant Tombs


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of the Ancients
    Hour Power:No effect.
    Location: Hall of Blessed Rebirth
    Location Power:When you would be dealt damage, you are dealt 1 Poison damage instead.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • When you acquire an ally, you may summon and encounter the henchman Varanthe the Paralyzer, Mortevia Strassel, or Xandhul Bloodsbane III, then you may attempt to close your location. (If the henchman is defeated, you may display it per its power.)
  • To win the scenario, all locations must be closed while Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III are displayed.

    Start of Turn: Switch to Red Raven
    End of Move Examine - Scribe
    After Examine: Switch to Aric

    Reveal Fortune Teller and call boon to encounter Scribe

    Scribe:

    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Diplomacy 9: 1d10 + 7 + 1 ⇒ (1) + 7 + 1 = 9

    Roll Details:

    Diplomacy - 1d10+7
    Billy (Evangelist) - 1

    Acquiring a boon lets me examine - Blessing of Bastet

    This is the last Ally, and we have that Blessing and 2 Monsters left so go ahead and close

    Wisdom 7: 1d8 + 2 + 2d8 ⇒ (3) + 2 + (8, 8) = 21

    Roll Details:

    Wisdom - 1d8+2
    Neferekhu - 2d8

    Neferekhu diplomacy check is an auto

    Hall of Blessed Rebirth is closed

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Hypnotist's Locket, Fortune Teller, Billy (Evangelist), Neferekhu, Sedja,

    Displayed:
    Current Location: Hall of Blessed Rebirth
    Kit: Doc (Forensic Physician), Ring of Regeneration, Tomb Artisan,
    Deck: 18 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6A? N
    Hero Points: 8
    Used: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quick-Change Mask, Sawtooth Sabre +2, Wayfinder, Mistform, Vampiric Backsword +3, Keen Rapier +3, Vizier, Lockpick Shield, Blessing of the Vaultmaster, Scribe, Maftet Hunter, Red Leathers, Blessing of the Midnight Lord, Spyglass, Jelani, Blessing of Zon-Kuthon, Mask of the Red Raven, Elyana
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Acquired Card3 of Hall of Blessed Rebirth
    Closed Hall of Blessed Rebirth


  • Aric Deck Handler

    OFF-TURN ACTIONS:
    Recharge Vizier for damage (Power)
    Heal all cards in discard pile

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Fortune Teller, Billy (Evangelist), Neferekhu, Sedja,

    Displayed:
    Current Location: Hall of Blessed Rebirth
    Kit: Doc (Forensic Physician), Ring of Regeneration, Tomb Artisan,
    Deck: 18 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6A? N
    Hero Points: 8
    Used: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Red Leathers, Hypnotist's Locket, Vampiric Backsword +3, Sawtooth Sabre +2, Blessing of the Midnight Lord, Lockpick Shield, Blessing of the Vaultmaster, Wayfinder, Keen Rapier +3, Elyana, Jelani, Quick-Change Mask, Spyglass, Mask of the Red Raven, Maftet Hunter, Blessing of Zon-Kuthon, Vizier, Mistform
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "


    Aric Deck Handler

    Leave Location open, and end my turn

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Vizier, Fortune Teller, Billy (Evangelist), Neferekhu, Sedja,

    Displayed:
    Current Location: Hall of Blessed Rebirth
    Kit: Doc (Forensic Physician), Ring of Regeneration, Tomb Artisan,
    Deck: 16 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6A? N
    Hero Points: 8
    Used: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wayfinder, Lockpick Shield, Blessing of the Vaultmaster, Jelani, Blessing of Zon-Kuthon, Hypnotist's Locket, Quick-Change Mask, Maftet Hunter, Spyglass, Red Leathers, Sawtooth Sabre +2, Mistform, Mask of the Red Raven, Keen Rapier +3, Elyana, Vampiric Backsword +3
    Recharged:
    Discard Pile: Blessing of the Midnight Lord,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Acquired Card 1 of Hall of Blessed Rebirth
    Displayed Varanthe the Paralyzer
    Examined Card 2 of Hall of Blessed Rebirth


    Aric Deck Handler

    OFF-TURN ACTIONS:
    Heal all cards in discard.

    ========================
    Aric starts his turn.
    Hour: Blessing of Pharasma
    Hour Power:No effect.
    Location: Hall of Blessed Rebirth
    Location Power:When you would be dealt damage, you are dealt 1 Poison damage instead.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • The location Five-Pointed Sun cannot be temporarily closed.
  • When you acquire an ally, you may summon and encounter the henchman Varanthe the Paralyzer, Mortevia Strassel, or Xandhul Bloodsbane III, then you may attempt to close your location. (If the henchman is defeated, you may display it per its power.)
  • To win the scenario, all locations must be closed while Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III are displayed.

    Start of Turn: Stay as Aric
    Swap Tomb Raider with Neferekhu from Kit

    End of move step, reveal Fortune Teller and call Boon.
    After the Examine, swap Ring of Regeneration with Vizier from Kit

    Fortune Teller lets me Encounter Sedja

    Sedja:

    MM
    Ally 3
    Traits:
    Animal
    To Acquire:
    Charisma
    Diplomacy 11
    If you fail to acquire this card, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.

    Diplomacy 11: 1d10 + 7 + 1 ⇒ (5) + 7 + 1 = 13

    Roll Details:

    Diplomacy - 1d10+7
    Billy (Evangelist) - 1

    Acquiring a boon lets me examine - Ride the Lightning (Spell 6!)
    Acquiring an Ally lets me encounter Varanthe the Paralyzer

    Varanthe the Paralyzer:

    Henchman
    Type: Monster
    Traits: Aristocrat Undead
    To Defeat: Intelligence Knowledge Wisdom Divine 13
    Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Knowledge 13: 1d8 + 3 + 2d8 ⇒ (3) + 3 + (2, 1) = 9

    Roll Details:

    Knowledge - 1d8+3
    Neferekhu - 2d8

    Neferekhu diplomacy check is an auto

    Hero Point
    Knowledge 13: 1d8 + 3 + 2d8 ⇒ (8) + 3 + (8, 2) = 21

    Display Varanthe the Paralyzer

    Pause for Discussion


  • Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of Nethys
    Hour Power:No effect.
    Location: Chisisek's Tomb
    Location Power:Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • The location Five-Pointed Sun cannot be temporarily closed.
  • When you acquire an ally, you may summon and encounter the henchman Varanthe the Paralyzer, Mortevia Strassel, or Xandhul Bloodsbane III, then you may attempt to close your location. (If the henchman is defeated, you may display it per its power.)
  • To win the scenario, all locations must be closed while Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III are displayed.

    Start of Turn: Stay as Red Raven
    Move to Hall of Blessed Rebirth

    End of Move Examine - Elder Ifreeti
    Swap Doc with Spyglass from Kit
    Use Power to encounter the monster

    Elder Ifreeti:

    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

    Combat 19: 1d10 + 7 + 1d10 + 3 ⇒ (6) + 7 + (6) + 3 = 22

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3

    Use Spyglass to examine 2
    Card 4 - Word of Ra
    Card 5 - Sedja

    Leave in order and take free explore

    Word of Ra:

    MM
    Barrier 6
    Traits:
    Lock
    Trap
    Fire
    To Defeat:
    Dexterity
    Disable
    Stealth 17
    If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.

    Stealth 17: 1d10 + 6 + 1d10 + 1d10 ⇒ (2) + 6 + (6) + (10) = 24

    Roll Details:

    Stealth - 1d10+6
    Double Blessed - 1d10+1d10

    Use Nok-Noks Blessing of the Vaultmaster

    End of Turn Examine - Still Sedja
    After Examine: Switch to Aric

    Regen: 1d3 ⇒ 2

    End of Turn, Ring Of Regeneration: MIstform

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Ring of Regeneration, Fortune Teller, Billy (Evangelist), Tomb Artisan, Blessing of the Midnight Lord,

    Displayed:
    Current Location: Hall of Blessed Rebirth
    Kit: Doc (Forensic Physician), Vizier, Neferekhu,
    Deck: 14 Discard: 2 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6A? N
    Hero Points: 9
    Used: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sawtooth Sabre +2, Lockpick Shield, Mask of the Red Raven, Jelani, Hypnotist's Locket, Blessing of the Vaultmaster, Vampiric Backsword +3, Maftet Hunter, Quick-Change Mask, Keen Rapier +3, Wayfinder, Elyana
    Recharged: Red Leathers, Mistform,
    Discard Pile: Blessing of Zon-Kuthon, Spyglass,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Banished Cards 3 and 4 from Hall of Blessed Rebirth
    Examined Card 5 of Hall of Blessed Rebirth
    Use Nok-Noks Blessing of the Vaultmaster


  • Aric Deck Handler

    Start at Chisisek's Tomb

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Red Leathers, Fortune Teller, Doc (Forensic Physician), Neferekhu, Blessing of Zon-Kuthon,

    Displayed:
    Current Location: Chisisek's Tomb
    Kit: Spyglass, Vizier, Ring of Regeneration,
    Deck: 14 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6A? N
    Hero Points: 10

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Vampiric Backsword +3, Quick-Change Mask, Hypnotist's Locket, Mask of the Red Raven, Keen Rapier +3, Elyana, Maftet Hunter, Lockpick Shield, Sawtooth Sabre +2, Blessing of the Midnight Lord, Jelani, Wayfinder, Billy (Evangelist), Blessing of the Vaultmaster
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard (☑ or recharge) an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "


    Aric Deck Handler

    Free Power Feat:
    Aric: Recharge a card to avoid a bane
    RR: Recharge an Accessory for d8


    Aric Deck Handler

    Hero Point
    Banked - 10 Remaining

    Upgrades
    Ally 5: 1d1000 ⇒ 303


    Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of the Elements
    Hour Power:No effect.
    Location: Sulfur Pits
    Location Power:On your check that has the Acid trait, add 1 die.
    Scenario Powers:

  • The location Five-Pointed Sun cannot be temporarily closed.
  • At the end of each turn, if the Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck.
  • After you defeat and banish the henchman Ossumental Swarm, if the location deck it came from has 6 or fewer cards, you may immediately attempt to close that location.

    Start of Turn: Switch to Red Raven
    End of Move Examine - Iceblade Spelldagger
    Reveal Fortune Teller and call boon to examine/encounter Spelldagger
    Replace Neferekhu with Billy from Kit

    Iceblade Spelldagger:

    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Cold
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    OR Arcane
    Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

    Dexterity 12: 1d10 + 4 + 1 ⇒ (2) + 4 + 1 = 7

    Roll Details:

    Dexterity - 1d10+4
    Billy (Evangelist) - 1

    Free explore

    Guecubu:

    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.

    Combat 15: 1d10 + 7 + 2d6 + 3 + 1 ⇒ (4) + 7 + (6, 6) + 3 + 1 = 27

    Roll Details:

    Combat(Melee) - 1d10+7
    Vampiric Backsword +3 - 2d6+3
    Billy (Evangelist) - 1

    Scourge: 1d8 + 1 ⇒ (5) + 1 = 6
    Curse of Withering YUCK!

    End of Turn Examine - Blessing of Isis
    After Examine: Switch to Aric

    "

    Aric wrote:

    Hand: Vampiric Backsword +3, Giantbane Curve Blade +3, Billy (Evangelist), Fortune Teller, Maftet Hunter, Blessing of Anubis,

    Displayed:
    Current Location: Sulfur Pits
    Kit: Neferekhu, Ring of Regeneration, Blessing of the Vaultmaster,
    Aric has the following scourges marked:
    Sky Pharaoh's Curse:
    While Marked:
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
    Curse of Withering:
    While Marked:
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.
    You may only have 1 copy of this card displayed.

    Deck: 15 Discard: 2 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-5E? Y
    Hero Points: 9

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quick-Change Mask, Mask of the Red Raven, Sawtooth Sabre +2, Reta Bigbad, Blessing of the Midnight Lord, Hypnotist's Locket, Blessing of Zon-Kuthon, Red Leathers, Elyana
    Recharged: Wayfinder, Spyglass, Lockpick Shield, Doc (Forensic Physician), Vizier, Jelani,
    Discard Pile: Blessing of Isis, Keen Rapier +3,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "

    End of Turn Summary
    Cleared top 2 cards of Sulfur Pits
    Examined Card 3


  • Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of the Elements
    Hour Power:No effect.
    Location: Garden of Symmetry
    Location Power:On your check, after the roll, recharge a card for each die that has an odd value.
    Scenario Powers:

  • The location Five-Pointed Sun cannot be temporarily closed.
  • At the end of each turn, if the Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck.
  • After you defeat and banish the henchman Ossumental Swarm, if the location deck it came from has 6 or fewer cards, you may immediately attempt to close that location.

    Start of Turn: Stay as Red Raven
    Move to Sulfur Pits
    End of Move Examine - Ossumental Swarm
    After Examine: Switch to Aric

    I will encounter the Swarm, but then use Arics power to discard Keen Rapier to evade a bane

    Sulfer Pits is now shuffled

    "

    Aric wrote:

    Hand: Vampiric Backsword +3, Giantbane Curve Blade +3, Neferekhu, Fortune Teller, Maftet Hunter, Blessing of Anubis,

    Displayed:
    Current Location: Garden of Symmetry
    Kit: Billy (Evangelist), Ring of Regeneration, Blessing of the Vaultmaster,
    Aric has the following scourges marked:
    Sky Pharaoh's Curse:
    While Marked:
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

    Deck: 15 Discard: 2 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-5E? Y
    Hero Points: 9

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Midnight Lord, Blessing of Zon-Kuthon, Reta Bigbad, Hypnotist's Locket, Elyana, Quick-Change Mask, Sawtooth Sabre +2, Mask of the Red Raven, Red Leathers
    Recharged: Wayfinder, Spyglass, Lockpick Shield, Doc (Forensic Physician), Vizier, Jelani,
    Discard Pile: Blessing of Isis, Keen Rapier +3,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

    Spoiler:
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard an Accessory or Clothing card or an armor to add 1d8.
    ☑ If a local character would fail a check to defeat a monster, you may discard a card to allow them to reroll.

    "