DURING THIS SCENARIO: When you defeat a bane that has the Giant trait, you may shuffle a random card from your discard pile into your deck.
TURN: 16
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.
LOCATION: Eye of Serenity
AT THIS LOCATION: If you examine 1 or more cards, examine 1 more card.
Free exploration: Magic Spyglass
Automatically acquire item with Magic trait.
Discard that newly acquired Magic Spyglass to examine Eye of Serenity (+1 for my location):
Mugslup
Splendiferous Hat
Gargoyle Sniper
Crawling Cyclops Hands
New order:
Splendiferous Hat
Mugslup
Gargoyle Sniper
Crawling Cyclops Hands
Discard the Magic Spyglass I already had to examine Great Stone Bridge (+1 for my location):
Brineborn Giant
Shoanti Earthbreaker
Biter
Electricity Arc Trap
New order (boons can be swapped based on who wants to go here):
Shoanti Earthbreaker
Biter
Brineborn Giant
Electricity Arc Trap
Discard Sklar-Quah Thundercaller to explore: Splendiferous Hat
Automatically acquire item with Magic trait.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DISPLAYED: Deck: 13 | Discards: 3 | Bury Pile: 0
Current Location: Hall of Champions
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Ghol-Gan Ruins, Eye of Serenity, Teleportation Chamber, Scar Bay, Ruined Amphitheater, Great Stone Bridge
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DISPLAYED: Deck: 13 | Discards: 2 | Bury Pile: 0
Current Location: Hall of Champions
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Ghol-Gan Ruins, Eye of Serenity, Teleportation Chamber, Scar Bay, Ruined Amphitheater, Great Stone Bridge
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DISPLAYED: Deck: 14 | Discards: 0 | Bury Pile: 0
Current Location: Hall of Champions
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Hall of Champions, Ghol-Gan Ruins, Eye of Serenity, Teleportation Chamber, Scar Bay, Ruined Amphitheater, Great Stone Bridge
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
FAVORED CARD TYPE: Weapon or Spell
Board Status
Ghol-Gan Ruins 1-10 remain Ruined Amphitheater 1-10 remain Teleportation Chamber 1-10 remain Flenta - Hall of Champions CLOSED 1-5 remain // Flenta's Dragonbane Greatsword + 4 random weapons Crimsi, Telessel - Great Stone Bridge 1-10 remain Eye of Serenity 1-10 remain Lini, Siwar - Scar Bay 1-10 remain
DISPLAYED: Deck: 15 | Discards: 0 | Bury Pile: 0
Current Location: Hall of Champions
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Hall of Champions, Ghol-Gan Ruins, Eye of Serenity, Teleportation Chamber, Scar Bay, Ruined Amphitheater, Great Stone Bridge
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN: 13
HOUR: Blessing of Hshurha
WHEN THIS IS THE HOUR: No effect.
LOCATION: Pinnacle Atoll
AT THIS LOCATION: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Display Infernal Healing
Flenta finds another scroll: Web
Free exploration: Blessing of Achaekek
Hirgenzosk?:1d12 ⇒ 3 No
Ask Flenta for some help. Craft 5:1d4 + 1d4 ⇒ (4) + (3) = 7
Success
Acquired
Discard Blessing of Achaekek to explore: Enemy Ship
Hirgenzosk?:1d12 ⇒ 11 No
Random ship:1d24 ⇒ 16 Kraken
The Eclipse, ask Telessal for Blessing of Hshurha and Siwar for help Melee 10+4:1d10 + 6 + 1d10 + 2d10 + 1d4 ⇒ (2) + 6 + (1) + (5, 1) + (1) = 16
Geez that was awful. Thankfully still a sucess.
Defeated
Attempt to close: Discard a blessing for the blessings deck.
Location closed.
Plunder:1d6 ⇒ 4 Plunder: Item
I'll go ahead an play Letter of Marque
Allies
Letter of Marque:1d4 + 1 ⇒ (4) + 1 = 5
5 allies in Pinnacle Atoll
Exploration: Slip (Random Ally 1)
Knowledge 7:1d8 + 4 ⇒ (8) + 4 = 12
Success
Acquired
Ending my turn.
Infernal Healing: Bury Blessing of Achaekek, Heal Blessing of Besmara
Flenta finds another scroll: Dimension Leap
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
FAVORED CARD TYPE: Weapon or Spell
Board Status
Most Recent BR Refresh Notes for Flenta:Ship: Wormwood Notes for Crimsi:Ship: Dowager Queen Notes for Telessel:Ship: Magpie Princess
Disard Blessing of Hshurha Notes for Lini:Ship: Truewind
Heal 3 Notes for Siwar:Ship: Sanbalot
Flenta, Siwar - Pinnacle Atoll CLOSED 1-4 remain // Location is 4 random allies Scar Bay CLOSED Lonely Island 1-8 remain Fringes of the Eye 1-9 remain // 1= Enemy Ship 8=Ambush 9=Teleportation Trap Crimsi. Lini - Raker Shoals CLOSED Telessel - Shark Island 1, 2 remain // 1=Enemy Ship, 2=Shark-Eating Crab
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Flenta:Ship: Wormwood Notes for Crimsi:Ship: Dowager Queen
Crimsi should've taken 2 Structural Damage on the last turn.
Given The Lady of Mysteries
Recharge The Winged Serpent Notes for Telessel:Ship: Magpie Princess Notes for Lini:Ship: Truewind
Heal 1 more card
Rechage Blessing of the Green Faith Notes for Siwar:Ship: Sanbalot
Flenta - Pinnacle Atoll 2-7 remain // 7=Sandbar Scar Bay CLOSED Lini - Lonely Island 1-8 remain Crimsi, Siwar - Fringes of the Eye Shuffled{2,4-9} THEN 1,3 remain // 1-Teleportation Trap, 3-Ambush Raker Shoals 1-10 remain // 1-Fuse Grenade Telessel - Shark Island 1-6 remain
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN: 8
HOUR: Blessing of Geryon
WHEN THIS IS THE HOUR: No effect.
LOCATION: Pinnacle Atoll
AT THIS LOCATION: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
Play Scrying to examine Fringes of the Eye for Barriers
1: Teleportation Trap
2: Blessing of Achaekek
3: Ambush
Shuffle Blessing of Achaekek back in.
Place Teleportation Trap and Ambush on the bottom.
Random spell pulled out of my pocket: Illuminate
Free exploration: Seaweed Siren
This is not good.
Pause to discuss....
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN: 3
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.
LOCATION: Pinnacle Atoll
AT THIS LOCATION: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
FAVORED CARD TYPE: Weapon or Spell
Board Status
Most Recent BR Refresh Notes for Flenta:Ship: Wormwood Notes for Crimsi:Ship: Dowager Queen Notes for Telessel:Ship: Magpie Princess Notes for Lini:Ship: Truewind Notes for Siwar:Ship: Sanbalot
Flenta - Pinnacle Atoll 4,2,5-10 remain // 2=Sandbar, 4=Illusory Wall Lini - Scar Bay CLOSED Lonely Island 1-10 remain Crimsi, Siwar - Fringes of the Eye 1-10 remain Raker Shoals 1-10 remain Telessel - Shark Island 1-10 remain
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☒ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.
LOCATION: Ghol-Gan Ruins
AT THIS LOCATION: No effect
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN: 18
HOUR: Blessing of Erastil
WHEN THIS IS THE HOUR: No effect.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Telessel:Given Wayfarer Notes for Lini:Encounters another Chelish Marine Notes for Siwar:Given Fiery Glare, Recharge 1 card (or reload an ally)
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN: 13
HOUR: Blessing of Abadar
WHEN THIS IS THE HOUR: No effect.
LOCATION: Lucrehold
AT THIS LOCATION: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
Discard Blessing of Norgorber to explore: Cryptic Runes
Ask Siwar for Blessing of the Seventh Veil Knowledge 10:1d8 + 4 + 2d8 ⇒ (4) + 4 + (7, 4) = 19
Success
Defeated
Examine: Sabatoge, Staff of Weather.
Technically I'd switch the order.
Attempting to close...
Bury my discards.
Closed
Discards from blessings deck:1d4 ⇒ 2
Discard Blessing of the Gods and Blessing of the Gods from the hourglass.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN: 8
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.
LOCATION: Tempest Cay
AT THIS LOCATION: If this location is occupied, Structural damage to your ship at any location is increased by 1.
Move to Lucrehold
LOCATION: Lucrehold
AT THIS LOCATION: At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
Discard Our Lord In Iron to explore: Darkforest Anemone
Flaming Ranseur +3, Evangelist
Combat 18:1d10 + 6 + 2d4 + 3 + 1 ⇒ (6) + 6 + (3, 1) + 3 + 1 = 20
Our Lord In Iron Reroll Combat 18:1d4 + 19 ⇒ (3) + 19 = 22
Success
Defeated
Discard Evangelist to explore: Cryptic Ruins Ask for Winged Serpent Knowledge 10:1d8 + 4 + 1d8 ⇒ (5) + 4 + (3) = 12
Success
Defeated
Examine: Invigorating Kukri +1, Crawling Cyclops Hands
Leave them alone.
Attempting to close...
Banish Letters of Marque
Closed
LOCATION: Lucrehold
AT THIS LOCATION: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
Ending my turn.
Infernal Healing: Bury Magic Spyglass to heal Salvator Scream
Random Spell: Blade Lash
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DURING THIS SCENARIO: When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
TURN 3
HOUR: Blessing of Gorum
WHEN THIS IS THE HOUR: No effect.
LOCATION: Tempest Cay
AT THIS LOCATION: If this location is occupied, Structural damage to your ship at any location is increased by 1.
Display Infernal Healing
Draw random spell: Fiery Glare
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Before turn: Received Pharasma's Knowing from Siwar.
DURING THIS SCENARIO: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
TURN 19
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.
LOCATION: Jungle
AT THIS LOCATION: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
DISPLAYED: False Life Deck: 11 | Discards: 9 | Bury Pile: 0
Current Location: Great Stone Bridge
Hero Points: 0
Accessory Reroll Status: 0-5D
NOTES:
LOCATION PREFERENCE: Scar Bay, Shrine to Norgorber, Jungle, Coastline, Great Stone Bridge
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Crimsi:Succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards
1d4 Acid damage
Group 1: Fishing Village CLOSED Group 1: Scar Bay CLOSED Group 1: Shrine to Norgorber CLOSED // Storm is displayed, 3 items in deck Telessel, Flenta, - Group 1: Jungle 1-6 remain // 1=Vrykolakas Group 2: Tower CLOSED Group 2: Coastline CLOSED Crimsi, Lini, Siwar, Flenta - Group 2: Great Stone Bridge 4,2 remain // 4=Arcane Robes, 2=Shrouded Queen
DURING THIS SCENARIO: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
TURN 14
HOUR: Blessing of Milani
WHEN THIS IS THE HOUR: No effect.
LOCATION: Jungle
AT THIS LOCATION: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
Move to Shrine to Norgorber and take Siwar with me.
Free exploration: Blessing of the Gods
Automatically acquired
Discard Blessing of the Gods to explore: Storm
Displayed
Discard Salvator Scream to draw top of the hourglass: Blessing of Abadar
Discard Blessing of Cayden Cailean to explore: Blessing of Sivanah
Ask Siwar for help Intelligence 7:1d8 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5
Accessory reroll
Intelligence 7:1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Success
Acquired
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Group 1: Fishing Village CLOSED Group 1: Scar Bay CLOSED Flenta, Siwar - Group 1: Shrine to Norgorber 5-7 remain // Incutilis Telessel, Lini - Group 1: Jungle 1-6 remain // 1=Vrykolakas Group 2: Tower CLOSED Group 2: Coastline CLOSED Crimsi - Group 2: Great Stone Bridge 1-6 remain // 1- Rogue Eidolon; 2 - Shrouded Queen(VILLAIN)
DURING THIS SCENARIO: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
HOUR: Blessing of Norgorber
WHEN THIS IS THE HOUR: No effect.
LOCATION: Jungle
AT THIS LOCATION: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Lini:Given Net of Snaring
Recharge Blessing of Green Faith
Heal 3 Notes for Siwar:Given Arcane Robes
Group 1: Fishing Village CLOSED Group 1: Scar Bay 1-4 remain // 1=Sapphire Jellyfish Flenta - Group 1: Shrine to Norgorber 3-10 remain Lini, Siwar - Group 1: Jungle 1-10 remain // 1=Ring of the Sea Strider Group 2: Tower CLOSED Telessel - Group 2: Coastline CLOSED Crimsi - Group 2: Great Stone Bridge 1-9 remain // 1 = Invigorating Kukri
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
DURING THIS SCENARIO: Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
Turn 4
HOUR: Blessing of the Gods
WHEN THIS IS THE HOUR: No effect.
LOCATION: Fishing Village
AT THIS LOCATION: If you acquire a card during your exploration, you may discard it to immediately explore again.
Free exploration: Vrykolakas
Greatclub +3, Siwar and story banes
Combat 20:1d10 + 6 + 1d10 + 3 + 1d1 + 2 ⇒ (7) + 6 + (4) + 3 + (1) + 2 = 23
Success
Defeated
Lini, Siwar, and myself are dealt 1d4 poison damage.
Poison damage:1d4 ⇒ 2
Discard Bearskin Armor and Blessing of Cayden Cailean
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Lini:Given Create Mindscape, then Lini Displays it at Fishing Village.
Dealt 1d4 Poison damage.
Recovery of Create Mindscape from Fishing Village closing. Notes for Siwar:Dealt 1d4 Poison damage.
Flenta, Lini, Siwar - Group 1: Fishing Village CLOSED Group 1: Scar Bay 1-8 remain Group 1: Shrine to Norgorber 1-10 remain Group 1: Jungle 1-10 remain Telessel - Group 2: Tower CLOSED Group 2: Coastline 1-8 remain // 8 = Protect Crimsi - Group 2: Great Stone Bridge 1-10 remain
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Dragonbane Greatsword, Our Lord In Iron, Siwar +2 to defeat henchmen,
Combat 18+5=23:1d10 + 5 + 1d12 + 2 + 1d10 + 2 ⇒ (10) + 5 + (1) + 2 + (2) + 2 = 22
Reroll the 1 from Our Lord in Iron...
Combat 23:21 + 1d10 ⇒ 21 + (9) = 30
Success
Defeated
Siwar or Crimsi may banish a barrier with the Curse trait displayed in from of them. (I don't think there are any.)
Attempting to close
Siwar's Skeleton Crew, and a helpful song Strength 5+5=10:1d10 + 3 + 1d6 + 1d4 ⇒ (2) + 3 + (6) + (4) = 15
Success
Closed
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Free exploration: Resist Energy
Intelligence 10:0 = 0
Failed
Banished
Discard Weapon of Treasure Finding to examine:
Blessing of Besmara
Great White Shark
Mercenary
Witch Doctor (henchman)
Corlan
Shark-Eating Crab
Flaming Longbow +2
Flaming Longbow +2 is on top, everything else is shuffled.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Crimsi:Suffer 1 ranged combat damage. Notes for Telessel:Used a blessing Notes for Lini:Recharge Blessing of the Green Faith Notes for Siwar:Given Net of Snaring
Telessel - Sacred Spring 1-3 remain // (No henchman) Wishing Well CLOSED Sharkskin Reef 1-10 remain // 1 = Werecrocodile Crimsi - Shark Island 1-6 remain // 1 = Sea Troll Shrine to Norgorber 1-6 remain // (No henchman) Flenta, Siwar, Lini - Ghol-Gan Ruins 2-9 remain // Top = Flaming Longbow +2. Unkown order: Blessing of Besmara, Great White Shark, Mercenary, Witch Doctor (henchman), Corlan, Shark-Eating Crab Dagon's Jaw 1 1-5 remain Dagon's Jaw 2 1-4 remain
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Notes for Crimsi:Discard/Recharge a bow. Notes for Telessel:Recharge The Winged Serpent Notes for Lini:Recharge Blessing of the Green Faith. Discard 1 card. Notes for Siwar:Discard 1 card. One bard song.
Attempting to close empty location.
Siwar sings, Lini's Blessing of the Green Faith Charisma 6:1d6 + 1d6 + 1d4 ⇒ (6) + (4) + (4) = 14
Success
Closed
Me, Lini, and Siwar discard a card
I discard Brine's Sting
POWERS HAND SIZE 5 ☒6 ☐7
PROFICIENCIES ☒ Armor | Weapons | Arcane Item
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it (☐ or shuffle it into your deck) instead.
☐ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☐ After you reset your hand, you may discard 1 weapon or spell from your hand then draw 1 weapon from your discard pile.
☒ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☒ or non-combat) check.
☒You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
☐ When you play a blessing to add to an Intelligence check, you may add a d12 instead of the normal die.
Well, we might not have heard any news about new card game products at Paizo Con, but a friend just showed me a web page with new Ultra PRO playmats for Core & Curse - individual playmats for all the Core & Curse characters, and a new large playmat.
No sign of them in the Paizo store as yet, but at least one online retailer shows them as available for pre-order!
There is obviously a price associated with the product - adding it to the cart gets the price information; it just doesn't show up on the product pages.
(This is on a Windows platform using Firefox as my browser).
The pricing shown in the email I received about order 7914022 appears to be incorrect.
The order includes three Adventure Card Game Class/Character decks.
(it actually includes four decks, but one of those is already on sale).
As I am an Adventure Card Game subscriber these should be discounted 20%,
but they are all listed at full price.
The order also includes a Pathfinder Battles Iconic Heroes set.
This does seem to have been discounted 20%, but that's wrong;
I should only get my Paizo Advantage 15% discount on this item.
The last item in the order - a Flip-Mat - should also receive
the Paizo Advantage 15% discount, but is listed at full price.
And, finally: before I changed this order to be shipped with
my next subscription shipment it was set to ship by the cheapest
possible method. This showed the items would be shipped in six
different packages, for a total shipping cost of over $30!
I (currently) have several items in my shopping cart.
The first item correctly shows "You purchased this product Sep 5, 2017"
All the remaining items, though, also show this same information,
complete with a link to the same order, although none of those items
was actually purchased at that time (one was actually purchased on
Sep 8 2016, one on Feb 5 2016, and one was never purchased before).
JohnF
Venture-Captain, California—San Francisco Bay Area South & West
If you are playing a (PACS) scenario of Curse of the Crimson Throne with a group of characters with widely different prior play experience, the Base doesn't really work all that well.
To take an extreme example, if one (and only one) of the characters has run through most of the first two adventures, while each of the other characters only has access to a different level 0 or level 1 supporter, then it's quite possible that when somebody other than the most experienced character visits the Base none of the top three cards will be the supporter that character has access to.
It would probably be better if characters drawing cards simply got to ignore supporters to whom they did not have access.
Could somebody please take a look and see why this order is still 'Pending'?
It was submitted on July 5th, so I would have expected to have seen activity by now.
We're running a major convention in a couple of weeks, which will be somewhat difficult if we don't have our P2E rulebooks by then.
JohnF
Venture-Captain, California—San Francisco Bay Area South & West
1 person marked this as a favorite.
I've recently had my attention drawn to new restrictions in tiering up in PACS play.
This now has to be done at the end of the scenario, after all earned rewards have been applied, but before Recovery; there is no other time to do this.
This is a change from the previous rule, which was: "Anytime after winning your fourth new scenario in any tier, you can choose to advance a tier; after winning your sixth, you must advance a tier."
This made it possible to leave the tier of a character that had won four scenarios undecided - the player could decide to tier up at the start of the next scenario played, for example (because that would put the character in a tier that could legally play in that scenario, or so that the character could earn deck upgrades at the new tier), or leave the character at the old tier (so it could still be played in a scenario at level tier-1, and maybe even earn rewards from completing an adventure)
This flexibility was valuable for players who couldn't guarantee to attend every play session, so didn't know if their next game would be at a catch-up session replaying an earlier scenario or a session playing a scenario from the next adventure level.
How can we keep that flexibility under the new rules?
the Subscriptions page text for the Adventure Card Game describes the old products, not the new one. In particular:
Pathfinder Adventure Card Game wrote:
20% Off Cover Price + Free Promo Cards
...
...
Each Adventure Card Game base set comes with several character options, and takes you through the first Adventure Deck of a given Adventure Path. Paizo releases Pathfinder Adventure Card Game Base Sets annually, with monthly six-volume supplements (including more character options and decks to continue each Adventure Path).
This is no longer true. All of the adventure decks for a single adventure path are now bundled as a single product.
I don't see a link to a downloadable PDF. I can't guarantee internet access at the locations where we run PACS games, so I really need a printable version I can have with me at the table.
I just got email saying I now had access to Pathfinder Society Adventure Card Guild #5-1: Threads Unravel.
I clicked on the link in My Downloads, then clicked again a minute later to start the download.
It appeared to work, but the downloaded .zip file is only 151 bytes long, and contains a zero-length file.
I've just receive email saying part of this order is shipping.
But according to the link in that message the two other parts show as having been shipped, over a week ago (although I never received email saying they were shipping). My order history also still shows the rest of the order as still pending.
It also doesn't seem to have been combined with the item I have in my sidecart. I thought you could add items to an order until it was finalized - I'm pretty sure I've been able to do that in the past!
I am unable to change my payment method. Going to Account Settings and clicking on "Manage my Payment Methods" takes me to a page where I was successfully able to add a new payment method, but was unable to change the default payment method to use the new card. I was also unable to delete an old (expired) card - clicking on the "Delete payment method" button had no effect.
I now have another order shown as "Pending". I do not want this order to be charged to the older credit card - I would like the new credit card to be used for this order (and all future orders).
I have been trying to get this problem solved for over a week now.
I sent email to customer service, reporting this problem, a week ago.
I have called the customer service number (and left voice mail), but have never managed to speak to a live person. After listening to the phone ringing for a while I get the regular recorded message. Pressing "0" (or just waiting) gets "I'll transfer you now", followed by absolutely nothing - not even the sound of a phone ringing. Eventually I get the (slightly different) recorded message about customer service being busy.
The "My Campaigns" tab on the Paizo Messageboards front page doesn't take me to my current campaigns; it takes me to the Organized Play General Discussion
The linked address appears to be this monster, in case that's helpful:
JohnF
Venture-Captain, California—San Francisco Bay Area South & West
I'm just printing out things I'm going to need for a convention this weekend, where I hope to be running some introductory Adventure Card Guild tables.
I'm planning on offering different seasons. With the tier system it's perfectly acceptable for a player to run one character across different seasons of play. So why, if somebody runs a tier one character through four different scenarios drawn from different seasons, does he need four different chronicle sheets? Why can't we just have the option of a generic chronicle sheet that's tied to the character and tier, not to a season and adventure?
1) What are the rules on playing this scenario? Is it like the previous promotional scenarios (which were restricted to only being played by one character), or is it like a regular scenario which can be played by as many different characters as the player wants?
2) Is this supposed to be played before playing Adventure 4-1, or between adventures 4-1 and 4-2? Adding Adventure Deck 2 to the box before playing adventure 1 seems a little strange.
I got email from Tonya yesterday informing me that she had requested customer service to drop the GM's scenarios for our upcoming convention (PacifiCon, now only 8 days away!), and that you would be handling it ASAP.
As far as I can tell this did not happen - I certainly don't see 9-00 in my dowloads, and I'm on the GM list for that. I've left voice mail on the Customer Service phone number, but have been unable to talk to a real person to find out what is going on. When the phone is transferred to the Customer Service department all I hear is silence (no ring tone) until eventually it times out and I get the recorded message saying you're not available.
I just noticed a difference between the character sheet for Kyra from the Community Use Package and the corresponding character card in the Class Deck.
The card wrote:
If your combat check has the Sword trait, add 2 (▢ 4) and add the Magic (□ and Fire) trait to it.
The character sheet wrote:
If your combat check has the Sword trait, add 2 (▢ 4) and you may add the Magic trait (□ and/or Fire trait)
(emphasis mine)
Which is correct? Has the card been updated, or is the character sheet wrong?
Note, too, that the checkbox on the "(▢ 4)" uses a different character from the other checkboxes in the POWERS section; this character renders as something looking more like a 'D' than a checkbox when viewing it with the Adobe PDF reader.
I submitted this order on Thursday October 13th, and received an email notification that the order was "Pending".
Today I happened to notice that this order appeared to have been moved back to my sidecart to ship with my next subscription (presumably when my comics subscription got added to my sidecart).
I've changed it back to ship immediately, and it's gone back to "Pending" status. However, it now also includes the comic subscription (shown as a preorder) - if that would delay the shipment I'd rather not wait for that.
There was a problem with the packing of this order.
While most of the miniatures were packed together in a sealed UPS plastic bag, affording some level of air cushioning, a few of the miniatures were just loose in the shipping box (amongst the packing peanuts).
Unfortunately the miniatures packed this way included the two Goblin Vulture Pilots, and Beaky the Owlbear. During shipping something inside the box shifted around (maybe Beaky, maybe the Map Packs), with the somewhat predictable result that one of the fragile stands for a vulture got broken. For delicate miniatures like this it might be a good idea to retain one of the plastic shells that WizKids use to protect them.
As far as I can see this is by no means a 'new' release - the "Shadows of Mirkwood" cycle of Adventure Packs is the original set of Adventure Packs released for the Lord of the Rings LCG, and is several years old.
Most (but not quite all) of the additional expansions, adventure packs, etc. that are available show up on the (linked) page listing products available from Paizo.com
Another oddity that I have noticed is the pricing of the Nightmare Decks. If you look on Fantasy Flight's web store the list price for these is $6.95 for the Adventure Pack nightmare decks, or $19.95 for the Expansion nightmare decks. On paizo.com the list price shown for the Adventure Pack nightmare decks is either $4.34 or $8.68, while the expansion nightmare decks seem to be priced at either $12.45 or $24.90. While this is a good deal for the cheaper offerings (which appear to be mostly older products) the price for the others seems to be about 25% higher than the list price from the manufacturer.
If I'm browsing in a messageboard thread that requires me to be signed in, using the "Search This Thread" function signs me out. This means that it's very hard to actually go and look at one of the posts the search found for me; when I click on a message link in the search results I get sent to the "Sign In" page, and signing in takes me back to the top of the thread, not to the message I was trying to find!
In the list of duties and excpectations for both the Venture Lieutenant and the Venture Agent, the text "Schedule games catering to a variety of play styles, based on the needs and desires of your community" appears twice: once as part of the bullet item "Acknowledge different styles of role-play and their presence in the Pathfinder Society", and once as a separate stand-alone item.
I was rather surprised, though, to see that two items in my sidecart (the Monk class deck that starts my class deck subscription), and the "City of Secrets" hardcover) were not included with the order.
Although the Wrath of the Righteous character sheets now include Ekkie, she is not listed on the web page
(the Skull and Shackles section does list Ranzak as a promotional character; I would expect to see Ekkie similarly listed in the Wrath of the Righteous section)
This just arrived today.
Unfortunately, the Wrath of the Righteous Character Add-On Deck appears to be missing the Character Card for Adowyn. I've got her Role Card, and the Token Card, but not the actual Character Card itself!
I was also unable to find a packing slip anywhere in the shipping box. I'd appreciate it if you could print one out and send it to us for our records.
The main reason I subscribed to Pathfinder Tales was for a digital version. As this is no longer to be available as part of the subscription (and because I have no interest in trade format paperbacks) the new subscription is of very little value to me. I will be looking at purchasing a digital format (probably either Audiobook or Kindle), but will have to find an alternate channel for that.
If possible, I would like to terminate my subscription between "Forge of Ashes" (assuming that still comes with digital versions) and "Lord of Runes". If that isn't possible, then just cancel it immediately.
JohnF
Venture-Captain, California—San Francisco Bay Area South & West
Come and join us at 6:30 on Thursday Nights at Isle of Gamers in Santa Clara!
We will be offering both Adventure Card Guild and Pathfinder Roleplaying Game Organized Play scenarios. We're always looking for new players (and GMs) - we'd love to see you there!
Isle of Gamers can be found at 2740 El Camino Real, Santa Clara, CA 95051
UPDATE: I've just spoken to our warehouse manager, and he said that all March subscriptions should now be shipped! We had a pretty light month, so subscriptions went fairly quickly.
If you still have not received your email notification or think that something is wrong with your subscription order, please contact us by creating a new thread on the Customer Service messageboards . . .
I have not received an email notification, do not yet have access to the PDFs for the subscription items, and the order still shows as pending.
The download for Pathfinder Adventure Card Guild Scenario 0-4D: The Impossible Bottle has the scenario number wrong - the filename has "04-D", instead of the correct "0-4D".
The scenario page in the file has the correct "0-4D" in the heading - it's just the name of the zipfile that gets it wrong.