It is the hour of Ascension. Start of Turn: Recharge Mindblade to add +3 to all checks this turn. Explore Cemetery.
Bejeweled Helm:
WotR
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Auto Fail and banish Discard Blessing of Sarenrae to explore again.
Erasmus spots a fancy looking helmet encrusted with jewels. As tempting as it is, the medium leaves the helm where it lies. With all the voices of the dead that he constantly hears inside his head, Erasmus steers away from helmets as it just feels too claustrophobic to wear them.
Spiked Pit Trap:
WotR
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Just as Erasmus is about to stride forward down a corridor, Baylock suddenly calls out inside his mind. "STOP! Brother, please tell me you saw that different coloured tile just in front of your foot...or was that another of my lessons that you weren't listening to?"
Explore again for defeating the trap:
Ylleshka:
WotR
Villain 5
Type: Monster
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 30
THEN Combat 33
Ylleshka is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, add 5 to your checks to defeat.
Before you act, each character at your location is deald 1d12 Combat damage; the difficulty of a character's checks to defeat Ylleshka is increased by his result.
Pausing for guards.
Villain Encounter:
BYA Combat Damage:1d12 ⇒ 10
Detouring around the pit trap, Erasmus walks straight into the villain's lair. The trap within the trap catches the medium completely off guard. Before he has time to fight back, he is sliced from head to foot by at least ten of the twelve blades held in the twelve arms of the two-headed demon with the body of a massive snake.
As Erasmus drifts into unconsciousness, the last words he hears are his brother Baylock's again. "Ok, I admit. I never gave you a lesson for that..." Empty hand for damage. Auto Fail the combat. End Turn. Reset Hand.
Erasmus wrote:
Hand: Banner of Valor, Sign of the Stranger, Transmogrify, Marksman's Bow, Talisman Crafter, Eagle Aerie,
Displayed: Spirit Relatives (Baylock),
Deck: 7 Discard: 9 Buried: 3
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
It is the hour of Abraxas. Start of Turn: Recharge Kinetic Blast to add +3 to all checks this turn. Move to Cemetery and Explore.
Planar Tuning Fork:
WotR
Item 2
Traits:
Tool
Magic
To Acquire:
Intelligence
Knowledge 10
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.
Auto fail and banish.
Discard Sign of the Lantern Bearer to explore again.
Keen Scythe +2:
WotR
Weapon 5
Traits:
Scythe
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.
Bury Blessing of Xoveron to move marker on Spirit Relatives to Nissa. Melee 12:1d6 + 1d6 + 5 + 3 ⇒ (5) + (1) + 5 + 3 = 14Acquired!
Erasmus moves to explore the cemetery, which for now seems to be largely deserted. In a ransacked tomb, the medium finds some magical items. At first he resists the impulse to steal from the dead...but his big sister Nissa speaks up from inside his mind. "Don't be foolish, boy! The dead can't use these things anymore...trust me, I know. You, on the other hand might need this. You can't always just rely on that bow of yours...or even worse, that silly dagger. Sometimes you need to get your hands dirty with a real weapon!"
End Turn. Reveal Aegis of Recovery to recharge random card from discard pile: Codex of Conversations. Reset Hand.
Erasmus wrote:
Hand: Blessing of Sarenrae, Keen Scythe +2, Mindblade, Aegis of Recovery, Sign of the Rider, Blessing of Shax,
Displayed: Spirit Relatives (Baylock),
Deck: 12 Discard: 4 Buried: 4
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([X] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
It is the hour of Pulura. Start of Turn: Recharge Cloudburst to add +3 to all checks this turn. Explore Celestial Beacon.
Thylacine:
WotR
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
Auto acquire at +9
Discard Thylacine to explore again.
Brimorak:
WotR
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12
The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Starbow. Add 1d6 from Thylacine. 1d8 from location effect. Combat (Dexterity) 22:1d8 + 2 + 1d6 + 3 + 1d6 + 5 + 1d6 + 1d8 + 2 ⇒ (1) + 2 + (1) + 3 + (1) + 5 + (6) + (1) + 2 = 22Defeated! Discard Mind's Eye Blade and Codex of Conversations for AYA damage.
Recharge Anathemic Volume to play (bury) Blessing of Ascension from discard pile to explore again.
Labyrinth Minotaur:
Labyrinth Minotaur
Henchman Monster 5
Traits:
Outsider
Minotaur
Check:
Combat 28
Powers:
If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location.
If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it.
If defeated, you may immediately attempt to close the location this henchman came from.
WotR
Blessing 5
Traits:
Divine
Xoveron
Corrupted
To Acquire:
None 0
When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Bury High Priestess Eliandra to acquire. Location Closed!
End Turn. Reset Hand.
Erasmus wrote:
Hand: Blessing of Xoveron, Kinetic Blast, Mindblade, Aegis of Recovery, Sign of the Lantern Bearer, Blessing of Shax,
Displayed: Spirit Relatives (Baylock),
Deck: 12 Discard: 4 Buried: 3
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([X] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
It is the hour of Nethys. Start of turn: Recharge Sign of the Pack to add +2 to all checks this turn. Explore Celestial Beacon.
Blessing of Ascension:
WotR
Blessing B
Traits:
Divine
Mythic
Basic
To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Auto acquire!
Erasmus approaches the beacon, feeling buoyed by the divine aura radiating from it.
Discard Cleric of Nethys to examine the top 2 cards of the location deck: Toad Demon, Demon Hunter's Handbook. Put book on top then explore. Reveal Codex of Conversations. Auto 'acquire' and recharge Cleric of Nethys at +9 v Charisma 9.
Demon Hunter's Handbook:
WotR
Item B
Traits:
Book
Veteran
To Acquire:
Intelligence
Knowledge 9
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.
A finely bound but old book stands on a pedestal next to the door. Erasmus gives it barely a cursory glance, more interested in exploring what lies inside.
Discard Blessing of Ascension to explore again.
Toad Demon:
WotR
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.
Erasmus is surprised to find himself attacked by a grotesque demon, but energised by the holy power of the beacon, guided by the advice of his ever present brother, and possessed of his own improving skills with the bow, the medium dispatches of the foul beast.
End Turn. Reset Hand.
Erasmus wrote:
Hand: Cloudburst, High Priestess Eliandra, Starbow, Blessing of Shax, Anathemic Volume, Mind's Eye Blade, Codex of Conversations,
Displayed: Spirit Relatives (Baylock),
Deck: 14 Discard: 1 Buried: 0
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([X] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
As no-one else took the cohort, I guess Erasmus will start with it. If Amaryllis actually wanted it, happy for her to take it instead.
Erasmus will start at Celestial Beacon.
Erasmus wrote:
Hand: Spirit Relatives, High Priestess Eliandra, Starbow, Cleric of Nethys, Sign of the Pack , Anathemic Volume, Mind's Eye Blade, Codex of Conversations,
Displayed: Deck: 14 Discard: 0 Buried: 0
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([X] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Sorry, accidentally posted my deck upgrades in the Gameplay thread instead of here this time.
Spending hero point for power feat:
You may bury a card to move a marker on the cohort Spirit Relatives [X] and you may put a second marker on it until the end of the turn.
Choosing spell for bonus deck upgrade from OA2 and UM in deck then alphabetical order: 1d6 ⇒ 4 Eagle Aerie. Not one of the ones I was most interested in, but sure I'll take it.
Choosing spell for bonus deck upgrade from OA2 and UM in deck then alphabetical order: 1d6 ⇒ 4Eagle Aerie. Not one of the ones I was most interested in, but sure I'll take it.
It is the hour of Xoveron. Start of turn: Recharge Aegis of Recovery to add +3 to all checks this turn. Move to Abyssal River. Explore.
Horn of Assured Victory:
WotR
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.
Constitution 7:1d6 + 3 ⇒ (4) + 3 = 7Acquired!
Closing in on Isilda, Erasmus picks up a magical horn.
Discard Mindblade to explore again.
Cape of Wasps:
WotR
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Auto acquire at +11 Arcane.
...and a magical scroll.
Discard Sign of the Pack to explore again.
Cultist Archer:
WotR
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
A sneaky archer tries to get the jump on Erasmus but the ever perceptive medium is hard to take by surprise. Erasmus' arrow hits its mark even before his attacker has time to release the string of his own bow.
Examine top card of deck from weapon's power: Blessing of Ascension.
End Turn. Reset Hand.
Erasmus wrote:
Hand: Spirit Relatives (Baylock), Starbow, Transmogrify, Cape of Wasps, Marksman's Bow, Horn of Assured Victory, MInd's Eye Blade,
Displayed: Deck: 13 Discard: 4 Buried: 0
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Erasmus can display Transmogrify if anyone encounters the villain to reduce difficulty of checks by 1d8+3+1d6, and bury Horn of Assured Victory to add 1d4 to all checks.
It is the hour of Pulura. Start of Turn: Recharge Kinetic Blast, Pyrokinesis to add +4 to all checks this turn. Explore Locust Shrine.
Black Dragonhide Breastplate:
WotR
Armor 4
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Constitution 9:1d6 + 4 ⇒ (4) + 4 = 8Fail and display next to scenario. Searching deck for henchman/villain. None found. Attempting to close location. Auto succeed at Stealth 1d8+1d6+9. Location Closed.
Erasmus does one last sweep of the vile shrine. Deciding to leave a piece of dark dragonhide armor where it lies on the altar, the medium keeps to the shadows. After the stealthy search, he thinks the shrine is clear of further threats.
End Turn. Reveal Aegis of Recovery to recharge Blessing of Shax . Reset Hand.
Erasmus wrote:
Hand: Spirit Relatives (Baylock), Starbow, Transmogrify, Mindblade, Sign of the Pack , Aegis of Recovery, MInd's Eye Blade,
Displayed: Deck: 13 Discard: 2 Buried: 0
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Ignore the above post, I think I have figured out answers to both of the questions, but I'm not a big fan of the rules for this scenario, they just seem a bit off to me.
SIGH! I had a whole post half typed up continuing on Erasmus's turn, but then got interrupted by a tradesman's visit to the house. Then when I went back to submit it, Paizo gobbled it up! Very annoying!
So, trying again...after Erasmus discovers the Grimslake, he continues.
Discard Cleric of Nethys to examine top 2 cards of the location, putting trap back on top. Explore.
Poison Spiked Pit Trap:
WotR
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Derakni:
Henchman Monster B
Traits:
Outsider
Demon
Check:
Combat 13
Powers:
The Derkani is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your location attempts a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Auto succeed at Perception 13 check vs. trap at +13.
Free explore.
Animal Tamer:
WotR
Ally B
Traits:
Human
Ranger
To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Auto succeed at Charisma 9 check at +10
Discard Animal Tamer to explore again.
Grimslake:
WotR
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
Displayed: Deck: 12 Discard: 3 Buried: 0
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Yes, I was confused about that but assumed it was an encounter. I must say this particular scenario's rules have me a bit baffled in general.
To confirm then:
-When examining for the henchman/villain, is the location deck shuffled, or is the card left in the same spot as it was uncovered. If Erasmus didn't encounter the Grimslake he'd likely explore again, but will this be Card 2 or a random card?
-So, for the scenario condition we are trying to fail enough boon checks to be able to win? That is very weird, but just wanted to check that I understand it correctly.
It is the hour of Ascension. Start of Turn: Recharge Banner of Valor to add +3 to all checks this turn. Explore Locust Shrine.
Refuge:
WotR
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane 13
OR Wisdom
Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.
Intelligence 13:1d8 + 3 ⇒ (3) + 3 = 6Fail and display next to location. Location searched and henchman discovered.
Grimslake:
WotR
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
End Turn. Reveal Aegis of Recovery to recharge random card from discard pile: Blessing of Shax. Reset Hand.
Erasmus wrote:
Hand: Spirit Relatives (Baylock), Starbow, Kinetic Blast, Mindblade, Cleric of Nethys, Aegis of Recovery, Pyrokinesis,
Displayed: Deck: 13 Discard: 1 Buried: 0
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Start of Turn: Recharge Sign of the Rider, Sign of the Stranger to add +4 to all checks this turn. Explore Locust Shrine
Gift of Nocticula:
WotR
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.
Derakni:
Derakni
Henchman Monster B
Traits:
Outsider
Demon
Check:
Combat 13
Powers:
The Derkani is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your locationa ttempts at a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Defeat and display Gift of Nocticula next to scenario.
Discard Talisman Crafter to explore again.
Stone Golem:
WotR
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_
Erasmus heads into a foul shrine to Deskari, finding a tainted gift from the Demon Lord Nocticula, tucking it away but having little intention of using it soon.
He has to fight off both a Derakni and a stone golem, skewering one and shattering the other with well placed shots from his bow.
End Turn. Reveal Aegis of Recovery to recharge Talisman Crafter. Reset Hand.
Erasmus wrote:
Hand: Starbow, Banner of Valor, Blessing of Shax, Talisman Crafter, Cleric of Nethys, Aegis of Recovery, Spirit Relatives,
Displayed: Deck: 14 Discard: 0 Buried: 0
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Hand: Starbow, Sign of the Stranger, Sign of the Rider, Talisman Crafter, Cleric of Nethys, Aegis of Recovery, Spirit Relatives,
Displayed: Deck: 14 Discard: 0 Buried: 0
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
For the record, Erasmus displayed Banner of Valor during his failed encounter with the villain at the Cavern.
Erasmus currently has 5 Card Feats. Why would his limits be different to the other two characters? Is it because they have played scenarios outside this adventure? I admit I've lost track of that.
Villain has escaped, and it's Amaryllis' turn... however, it looks like Erasmus didn't suffer the 2 Acid Damage required from passing the BYA check. Unless I misunderstood that; please retcon appropriately.
OUCH! Yes, I totally missed that during my post.
Discarding Starbow and Sign of the Lantern Bearer after BYA check.
Unfortunately I think that means:
-Erasmus will have no cards left after the first combat check
-He will auto fail the second check
-The villain will not be defeated but will still escape
-Cavern will not be closed
-Blessing from the blessings deck will be shuffled into open locations
Displayed: Spirit Relatives (Baylock), Banner of Valor,
Deck: 6 Discard: 10 Buried: 2
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
It is the hour of Torag Start of Turn: Recharge Volcanic Storm for +3 to all checks this turn. Explore Cavern.
Zelmisdria and Azrivauxus:
None
Villain 5
Type: Monster
Traits:
AND
Demon
Dragon
Mythic
Outsider
To Defeat:
Combat 40
THEN Combat 32
Zelmisdria and Azrivauxus are immune to the Acid, Electricity, and Poison traits.
While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing.
Before you act, randomly choose a location that is occupied by the greatest number of characters. Each character at that location must attempt a Dexterity or Acrobatics 13 check. Each character that succeeds is dealt 2 Acid damage; each character that fails is dealt 1d4+1 Acid damage and expends 1d4 mythic charges.
The villain! Pausing for any guard checks, flagging that I'll be asking for Ukuja's blessing for one of my checks. Villain encounter spoilered below.
Villain encounter:
BYA random location:1d3 ⇒ 3Cavern Display Banner of Valor at Cavern. Bury Wand of Sacred Weapon to move marker on Spirit Relatives over to Baylock. BYA Dexterity 13:1d8 + 2 + 1d6 + 5 + 3 ⇒ (6) + 2 + (1) + 5 + 3 = 17 Reveal and recharge Planar Crossbow +2. Bury Sign of the Lantern Bearer Ask for Blessing of the Gods from Ukuja. Adding Spirit Relatives and Bannor of Valor. Combat #1 (Dexterity) 40:2d8 + 2 + 1d10 + 2 + 1d8 + 1d6 + 5 + 3 + 1d8 ⇒ (1, 8) + 2 + (5) + 2 + (4) + (5) + 5 + 3 + (4) = 39 Use shirt reroll to reroll the 1. Combat #1(Dexterity) 40:1d8 + 38 ⇒ (6) + 38 = 44 Reveal and discard Starbow Combat #2 (Dexterity) 32:1d8 + 2 + 1d6 + 3 + 1d8 + 1d6 + 5 + 3 + 1d8 ⇒ (7) + 2 + (1) + 3 + (6) + (4) + 5 + 3 + (6) = 37Defeated! Move to Random open location:1d2 ⇒ 2 Canyon
Looming out of the darkness comes the great shape of a dragon, with the villainous succubus perched on its back. Erasmus recoils, the spirit voices in his head all gasping at once with a sound like a huge crashing wave.
"I'd better leave this to you and Baylock. Quick fingers and a true aim are all that might save you now!" Nissa advises as she quickly retreats to the back of his mind.
Erasmus does react quickly, with the guidance of his older brother, ducking behind a rock just in time to avoid the blast of flames from the huge dragon's mouth. Seeking to take advantage of the moment in between the creature's next breath, the medium sends off a volley of arrows towards it.
By the roar of pain that echoes inside the cavern, he is sure he hit it true but bids a hasty retreat, expecting that's not the last of the dangerous duo of demon and dragon.
End Turn. Reset Hand.
Erasmus wrote:
Hand: Anathemic Volume, Banner of Valor, Blessing of Sarenrae, Talisman Crafter, Pyrokinesis, Sign of the Rider,
Displayed: Spirit Relatives (Baylock),
Deck: 7 Discard: 9 Buried: 3
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: Y. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Off Turn: Discard Sign of the Stranger for Ukuja's check. It is the hour of Iomedae. Start of Turn: Recharge Codex of Conversations for +3 to all checks this turn. Explore Cavern
Putrid Ooze:
WotR
Monster 4
Traits:
Ooze
Aquatic
To Defeat:
Combat 22
OR Dexterity 16
The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_
WotR
Armor 5
Traits:
Light Armor
Magic
Mythic
To Acquire:
Constitution
Fortitude
Stealth 11
Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
WotR
Item 2
Traits:
Wand
Attack
Divine
Magic
To Acquire:
Wisdom
Divine 10
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.
WotR
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
The cavern is a dark, dangerous place...not unlike Erasmus' mind. With the help of those who have a sort of life through the medium's powers, he provides death to the monsters who reside in the large, twisting cave. For his troubles he also manages to find some interesting magical trinkets as well.
End Turn. Reset Hand.
Erasmus wrote:
Hand: Planar Crossbow +2, Banner of Valor, Starbow, Wand of Sacred Weapon, Sign of the Lantern Bearer, Volcanic Storm,
Displayed: Spirit Relatives (Nissa),
Deck: 10 Discard: 8 Buried: 1
Notes: Use blessing or signs, or dispay Banner of Valor as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
WotR
Ally B
Traits:
Gnome
Bard
To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Charisma 5:1d8 + 2 + 5 ⇒ (8) + 2 + 5 = 15
Is that a blue-haired gnome appearing out of the trees? What on earth is he doing here? Erasmus can't wait to here the strange fellow's tale.
It is the hour of Sifkesh Start of turn: Recharge Lifecollar Coat to add +3 to all checks this turn. Explore Cavern
Planar Crossbow +2:
WotR
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.
Display Spirit Relatives and place marker on Nissa Ranged 11:1d6 + 1d6 + 5 + 3 ⇒ (2) + (3) + 5 + 3 = 13Acquired!
The insane elf wanders off in the trees, absent-mindedly dropping a crossbow as he leaves. Erasmus is surprised to find it is of very fine make and has some very useful enchantments upon it, particularly suited to fighting demons. The poor elf was likely fighting back the corruption before succumbing to its effects.
Nissa approves, speaking up inside the medium's head. "Now that's a fine weapon. More befitting a man such as yourself, instead of that silly dagger you favour."
Discard Cleric of Nethys to examine top 2 cards of location, putting them back in any order and then exploring: Putrid Ooze and Blasphemy Demon. Put demon to top. Bury Cleric of Nethys from the demon's power.
Blasphemy Demon:
WotR
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13
The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.
Erasmus immediately gets the chance to test out the weapon in earnest. An exceedingly foul-mouthed demon bursts forth through the flames. Its words are so vile and unholy that the cleric travelling with the party collapses in affronted shock on the ground.
Erasmus fires off a bolt straight into the beast, ending its profanity...along with its life.
End Turn. Reset Hand.
Erasmus wrote:
Hand: Planar Crossbow +2, Mindblade, Codex of Conversations, Talisman Crafter, Blessing of Shax, Sign of the Stranger,
Displayed: Spirit Relatives (Nissa),
Deck: 13 Discard: 2 Buried: 1
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
It is the hour of Ascension. Start of Turn: Recharge Transmogrify to add +3 to all checks this turn. Explore Cavern
Retainer:
WotR
Ally B
Traits:
Elf
Hireling
To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
WotR
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Erasmus finds a lost elf in the burning woods, who seems to have been affected somehow by the ordeal. He follows the disturbed young man deeper into the trees, managing to keep his own wits about him as he presses on.
End Turn. Reset Hand.
Erasmus wrote:
Hand: Spirit Relatives, Mindblade, Cleric of Nethys, Lifecollar Coat, Blessing of Shax, Sign of the Stranger,
Displayed: Deck: 14 Discard: 2 Buried: 0
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 5. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Thanks Yewstance, that would be great. I am also keen to finish this AP and am totally fine with whatever pace you can manage within your time constraints.
Henchman 4
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 19
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.
If you still have entrails, it'll take care of that for you.
Start of Turn: Recharge Ebon Thorn to add +3 to all checks this turn. Display Banner of Valor at Locust Shrine. Explore Locust Shrine Random Card from 3,4,5,6,8,9,10,11:1d8 ⇒ 5Card 8
Armor of the Pious:
WotR Armor 2
Traits: Heavy Armor Magic Healing
To Acquire: Constitution Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Recharge Sign of the Lantern Bearer to add 1 die. Constitution 8:2d6 + 3 ⇒ (4, 2) + 3 = 9Acquired!
The shrine seems to be decorated with more than just statures of insectile-like gods, but with a whole array of armors. Erasmus claims another that takes his fancy.
End Turn. Reset Hand.
Erasmus wrote:
Hand: Starbow, Pyrokinesis, Charm Monster, Armor of the Pious, Cleric of Nethys, Kinetic Blast,
Displayed: Spirit Relatives (Baylock), Banner of Valor,
Deck: 13 Discard: 2 Buried: 0
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Start of Turn: Recharge Codex of Conversations to add +3 to all checks this turn. Move to Locust Shrine. Explore
Charm Monster:
WotR Spell 2
Traits: Magic Arcane Divine Veteran
To Acquire: Intelligence Arcane Wisdom Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.
Auto acquire at Arcane +10
Discard Sign of the Stranger to explore again.
Temptation of Invincibility:
WotR Barrier B
Traits: Temptation
To Defeat: None
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
Summon and encounter:
Derakni:
Henchman B
Type: Monster
Traits: Outsider Demon
To Defeat: Combat 13
The Derkani is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your locationa ttempts at a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Draw 3 non-basic armors: Imperial Army Greathelm, Ebon Thorm, Helm of Valkyrie Take Ebon Thorn. Shuffle random barrier into location deck. Banish the rest of the armors.
Discard Blessing of Sarenrae to explore again. Random Card (new barrier 11):1d9 + 2 ⇒ (5) + 2 = 7
Ghoul:
WotR Monster B
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Erasmus enters the vile shrine with its idols and evil aura. He transcribes a monster charming spell from a pillar near the entrance, thinking that will most likely come in handy in this godsforsaken realm. He next claims a set of dark armor that looks to be imbued with magic...and no doubt comes with a cost...as well as a flying demon insect that is quickly despatched by the bow-wielding medium.
Erasmus is then attacked by a ghoul that lunges out of the darkness only to be finished off with an arrow through one bloodshot eye.
End Turn. Reset Hand.
Erasmus wrote:
Hand: Starbow, Pyrokinesis, Charm Monster, Ebon Thorn, Banner of Valor, Sign of the Lantern Bearer, Spirit Relatives (Baylock),
Displayed: Deck: 13 Discard: 2 Buried: 0
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
What is our strategy here? Given we can't help each other out unless we're at the same location, did we want to explore together a little bit more than usual?
I assume that we may as well start together at the same location and split up after that as we see fit?
If so, Befouled Altar sounds as good a place as any, so Erasmus will start there as well.
Erasmus wrote:
Hand: Starbow, Pyrokinesis, Sign of the Lantern Bearer, Codex of Conversations, Sign of the Stranger, Blessing of Sarenrae, Spirit Relatives,
Displayed: Deck: 13 Discard: 0 Buried: 0
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4. Hero Points: 6
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Start of Turn: Recharge Anathemic Volume to add +3 to all checks this turn. Explore Locust Shrine
The Defiled One:
WotR Villain 4
Type: Monster
Traits: Outsider Undead Angel Mythic
To Defeat: Combat 28 THEN Combat 28
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.
Rulebook: If you encounter a bane that has the Mythic trait, when it is defeated, you get 1 charge.
Guard checks needed from Ukuja and Amaryllis if they wish.
With a stab of his blade, Erasmus cuts into the corrupting flesh of the headless demon who recoils more in surprise than genuine pain. Urged on by Baylock, the medium flings his favourite blade at the monster, sinking the weapon into the foul monster's chest.
The beast still doesn't go down but Erasmus pushes the blade even deeper with a blast of kinetic energy that sends the dagger into The Defiled One's chest with such force that the demon splits in two as the blade flies into and through its torso.
"Oh, little brother!? I'm not sure I even know you anymore. I don't know whether to be proud or terrified of who you've become!"
It is the hour of Abadar Start of Turn: Recharge Volcanic Storm to add +3 to all checks this turn. Move to Locust Shrine Explore
Ursathella:
WotR Henchman 4
Type: Monster
Traits: Lamia Knight
To Defeat: Combat 25 THEN Combat 25
Before you act, each other character must succeed at a Wisdom 9 check or bury 1 card and move to your location.
If undefeated, each character at your location is dealt 2 Poison damage; bury those cards instead of discarding them.
If defeated, you may discard a card from the blessings deck to immediately attempt to close the location this henchman came from.
Amaryllis & Ukuja need to make a Wisdom 9 check or bury 1 card and move to Locust Shrine
I'll spoiler the henchman combat below but make a call now that I won't be using any cards from the others and may need all of my cards for my checks depending on how things play out.
As Ukuja has said, I think we've got a decent swag of boons already so will go ahead and try and close the location. Discard card from blessings deck Auto succeed at close check at +10 to Dexterity roll Villain exposed at the location!
Erasmus heads into a disturbing shrine with a massive statue of some sort of insectile demon. If that isn't unsettling enough, a lamia slithers out of the shadows on a huge serpentile tail.
A little offput at first by the sight of the attractive young woman perched upon her incongruous lower torso, the medium realises that she looks set to attack him. Deciding to keep his distance, he draws his bows, sending arrow after arrow into her body.
"Little brother!" Baylock utters in surprise inside Erasmus's head. "What has Nissa been teaching you? You've developed a bit of a savage side...or have you been spending too much time with that elven friend of yours, lately?"
End Turn. Reset Hand.
Erasmus wrote:
Hand: Kinetic Blast, Anathemic Volume, Sign of the Rider, Cleric of Nethys, Mind's Eye Blade, Blessing of Shax,
Displayed: Spirit Relatives (Baylock), Ghost Wolf (Ukuja),
Deck: 8 Discard: 5 Buried: 1
Notes: Use blessing or signs as needed. Reroll Used: Y. Mythic Charges: 4
Sideboard cards:
Start of Turn: Recharge Kinetic Blast to add +3 to all checks for rest of the turn. Explore Harvester's Pit
Demonbane Longsword +2:
WotR Weapon 4
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Discard Sign of the Lantern Bearer to add 1 die. Discard Sign of the Stranger for scenario power. Melee 12:2d6 + 1d6 + 4 + 3 ⇒ (1, 2) + (1) + 4 + 3 = 11 Ooof! Use reroll on one of the 1's Melee 12:1d6 + 3 + 4 + 3 ⇒ (3) + 3 + 4 + 3 = 13Acquired!
Accept Angelstep healing from Ukuja. Thanks! Heal:1d4 + 1 ⇒ (2) + 1 = 3Unholy Aspergillum +3, Sign of the Stranger, Sign of the Pack
Erasmus is glad to see the ghostly wolf prowling alongside his friend, Ukuja. He nods as the hunter points to a strange looking weapon lying among the remains of the multiple victims of Ukuja's recent rampage.
The weapon emits a dark magic and it takes more effort than Erasmus expected to free it from the clutches of its dead former owner. A little embarrassed by the need for it, he then accepts some timely healing from his friend and sheathes the imposing looking blade at his hip.
"Don't get carried away, little brother. Are you sure you're really up to using a weapon like that? Perhaps stick to your bows?" Nissa teases him from inside his mind.
End Turn. Reset Hand.
Erasmus wrote:
Hand: Marksman's Bow, Volcanic Storm, Sign of the Rider, Demonbane Longsword +2, Starbow, Blessing of Shax,
Displayed: Spirit Relatives (Nissa), Ghost Wolf (Ukuja),
Deck: 11 Discard: 3 Buried: 0
Notes: Use blessing or signs as needed. Reroll Used: Y. Mythic Charges: 4
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
It is the hour of Torag Start of Turn: Recharge Anathemic Volume to add +3 to all checks this turn. Display Ghost Wolf next to Ukuja Explore Harvester's Pit
The Defiled One:
WotR Villain 4
Type: Monster
Traits: Outsider Undead Angel Mythic
To Defeat: Combat 28 THEN Combat 28
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.
Rulebook: If you encounter a bane that has the Mythic trait, when it is defeated, you get 1 charge.
Will spoiler villain combat until Amaryllis decides whether or not to temp close her location. Not going to need any cards from anyone else but also planning on using my whole hand.
Villain combat:
1st Check: Display Transmogrify next to The Defiled One Difficulty decrease:1d8 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10 Discard Sign of the Pack to reveal Unholy Aspergillum +3 Combat (Melee) 18:1d6 + 1d6 + 4 + 1d8 + 3 + 3 + 4 ⇒ (3) + (5) + 4 + (8) + 3 + 3 + 4 = 30 Discard Unholy Aspergillum +3 for Fire damage
Erasmus' heart almost stops as the floor of the pit seems to rise up and engulf him...it is the Defiled One himself soaring up on his huge leathery wings!
Trying to bring the huge angel down to his own size, the medium shoots a transmogrify spell at the massive demon. The spell lands just in time as the beast lunges forward. Erasmus, Nissa spurring him on inside his head, swings his spiked mace at the creature, piercing its flesh.
Scalded by the burst of hot blood from The Defiled One's chest, Erasmus quickly fights fire with fire, engulfing the monster in a blast of summoned volcanic lava, causing the demon to roar in pain and surprise, before it flees away into the sky.
"Little brother! Oh my, how you've all grown up! I'm one very proud big sister, right now!"
End Turn. Reset Hand.
Erasmus wrote:
Hand: Sign of the Stranger, Kinetic Blast, Sign of the Rider, Sign of the Lantern Bearer, Starbow, Blessing of Shax,
Displayed: Spirit Relatives (Nissa), Ghost Wolf,
Deck: 10 Discard: 3 Buried: 0
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4
Sideboard cards:
Start of Turn: Recharge Crystal Mail to add +3 to all checks this turn. Explore Harvester's Pit
Unholy Aspergillum +3:
WotR Weapon 2
Traits: Mace Melee Bludgeoning Magic Corrupted Elite
To Acquire: Strength Melee 9
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
WotR Spell 4
Traits: Magic Arcane
To Acquire: Intelligence Arcane 12
Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.
Location: When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
Erasmus heads off to the Harvester's Pit. Nissa voices her approval that her younger brother is again willing to test his strength and not relying on his skills with the bow. "There, grab that spiked mace. I know it has a bad stench about it, but give it a swing and keep an eye out for something to hit!"
Erasmus does just that, but decides to pull out a scroll that might help if he needs to make a quick exit to help his companions.
End Turn. Reset Hand.
Erasmus wrote:
Hand: Unholy Aspergillum +3, Ghost Wolf, Sign of the Pack , Transmogrify, Anathemic Volume, Volcanic Storm,
Displayed: Spirit Relatives (Nissa),
Deck: 13 Discard: 1 Buried: 0
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Erasmus would be interested in and would take the Firebow if we went with that option, but it's not a huge upgrade on his current cards so not fussed if we go with something else.
I agree that Talisman of Faith sounds the best of those two, although Erasmus is Item slot poor as well so probably wouldn't have the spare slot to hold it either.
Monster 3
Traits: Outsider Elemental Incorporeal
To Defeat: Combat 20
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
Reveal and discard Wendifisa Spear. Discard Blessing of Shax Combat (Strength) 20:3d6 + 1d12 + 1 + 1d12 ⇒ (2, 1, 6) + (3) + 1 + (11) = 24Defeated! Shuffle Mist Horror back into the Abyssal River. Move to Random Location:1d4 ⇒ 4. Wounded Lands
Accept Angelstep healing from Ukuja - Thanks! Heal:1d4 + 1 ⇒ (2) + 1 = 3Druid of the Storm, Blessing of Sarenrae, Starbow
End Turn. Reset Hand.
Erasmus wrote:
Hand: Blessing of Milani, Sign of the Pack , Marksman's Bow, Volcanic Storm, Javelin of Lightning, Starbow,
Displayed: Spirit Relatives (Baylock), Banner of Valor,
Deck: 4 Discard: 8 Buried: 3
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Off Turn: Display Banner of Valor at Abyssal River Off Turn: Discard Sign of the Stranger for Ukuja's check. Off Turn: Receive Blessing of Milani, Wendifisa Spear, Javelin of Lightning from Ukuja (thanks!) Start of Turn: Recharge Volcanic Storm and Kinetic Blast to add +3 to all checks this turn. Move to and explore Abyssal River
Glimmer of Hope:
Barrier 3
Traits: Temptation
To Defeat: None
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
Defeated. Display next to scenario.
A bit battered and bruised, Erasmus is glad to see his friends Ukuja and Amaryllis as he approaches the vile abyssal river. He gratefully accepts a generous offer of some supplies from the hunter, which gives him more than a glimmer of hope that they'll make it out of this terrible realm alive.
End Turn. Reset Hand.
Erasmus wrote:
Hand: Blessing of Milani, Sign of the Pack , Marksman's Bow, Wendifisa Spear, Javelin of Lightning, Blessing of Shax,
Displayed: Spirit Relatives (Baylock), Banner of Valor,
Deck: 4 Discard: 9 Buried: 3
Notes: Use blessing or signs as needed. Reroll Used: N. Mythic Charges: 4
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Start of Turn: Recharge Crystal Mail to add +3 to all checks for this turn. Move to Wounded Lands. Explore.
Temptation of Attraction :
Barrier B
Traits: Temptation
To Defeat: None
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Location: When you encounter a bane, you may not play allies on your checks.
Draw 3 random allies: Mongrel Archer (1), Caravan Guard (B), Druid of the Storm (2). Add Druid of the Storm to hand. Banish Harrowed Society Student from hand.Barrier Defeated and banished.
Erasmus comes across three badly battered figures tied up on stakes in the ground. Disturbed by their mistreatment, he stops to release and assist them. One, a druid offers to help with the medium's search. Erasmus accepts the offer, but leaves his student behind to attend to the others in the meantime.
Discard Druid of the Storm to explore again.
Salamander :
Monster 2
Traits: Outsider
To Defeat: Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Location: When you encounter a bane, you may not play allies on your checks.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales
Bury Anathemic Volume to move marker on Spirit Relatives to Baylock Reveal Mind's Eye Blade. Combat (Dexterity) 15:1d8 + 3 + 1d4 + 2 + 1d6 + 4 + 3 ⇒ (3) + 3 + (2) + 2 + (1) + 4 + 3 = 18Defeated! Draw random armor from the box: Celestial Armor (3) Examine top card of location with weapon's power: Vescavor Swarm
The druid warns of a creature of fire that was lurking nearby. Erasmus finds and disposes of the salamander, retrieving some magical armor in the process.
Discard Talisman Crafter to explore again.
Vescavor Swarm :
Henchman B
Type: Monster
Traits: Outsider Vermin Swarm Veteran
To Defeat: Combat 11
The Vesavor Swarm is immune to the Poison trait. If the check to defeat has the Attack trait, add 1d8.
If you play a weapon during this encounter, banish it.
If defeated by at elast 4 plus the scenario's adventure deck nummber, you may immediately attempt to close the location this henchman came from.
Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
Scenario: All damage dealt by villains and henchmen is Poison damage. After you defeat a villain or a henchman, each character at your location is dealt 1 Poison damage.
Location: When you encounter a bane, you may not play allies on your checks.
Gibbering clouds of Abyssal vermin swarm the badlands surrounding Drezen.
Display Transmogrify next to the monster to decrease difficulty of check to defeat by 1d8 + 4 + 1d6 ⇒ (6) + 4 + (4) = 14 Reveal, discard and then banish Mind's Eye Blade. Combat (Dexterity):1d8 + 3 + 1d4 + 2 + 1d4 + 1d6 + 4 + 3 ⇒ (2) + 3 + (4) + 2 + (1) + (1) + 4 + 3 = 20Defeated! Recharge (Arcane) 16:1d8 + 4 + 4 + 3 ⇒ (4) + 4 + 4 + 3 = 15 Attempt to Close Auto succeed at Wisdom 8 close check at +9 on the roll. On closing bury Celestial Armor
He is soon set upon by a swarm of the demonic insects plaguing this realm. With a quick spell, he shrinks the creatures down to a fraction of their actual size and with a swat of his blade dispatches them as if they were nothing more troublesome than simple flies.
End Turn. Reset Hand.
Erasmus wrote:
Hand: Banner of Valor, Sign of the Pack , Marksman's Bow, Sign of the Stranger, Kinetic Blast, Volcanic Storm,
Displayed: Spirit Relatives (Baylock),
Deck: 2 Discard: 8 Buried: 3
Notes: Use blessing or signs as needed. Display Banner of Valor at a location as you see fit. Reroll Used: N. Mythic Charges: 4
Sideboard cards:
Favored Card: Spell
Hand Size 5 [X]6 [ ]7 [ ]8 [ ]9
Proficient with: Light Armors Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4 ([X]+1) from the result.
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) ([ ] 2 plus) the number of cards recharged to your checks until the end of the turn.
[ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.
[X] You may bury ([ ] or discard) a card to move a marker on the cohort Spiirit Relatives ([ ] and you may put a second marker on it until the end of the turn).
[ ] On each turn, when you examine 1 or more cards from a character deck or location deck, you may examine the top card of another deck of that type.
Erasmus would welcome any healing if an opportunity presents itself soon, or he could take a bit of a backseat for what remains of the game (hopefully we're not far from wrapping this up).
Yes, Erasmus auto succeeds the Qlippoth Runestone check. Sorry, mentioned it at the start of his first turn there but didn't include it in his most recent turn's post.