Crimsi will take a power feat, adding Alchemical Proficiency. Currently 2 xp at tier 1. Upgrade preferences:
If I get the Rabbit Prince, will also assign the Tyrant of the Harrow reward to Crimsi, allowing her to choose the die to re-roll when playing it.
During This Adventure: You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.)
Wait, I’m Not a Goblin!:
Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Seelah. Then you recall you are a goblin, the world needs heroes, and you’re all it’s got. During This Scenario: Setup:
Act 1:
: When Shiny Longshanks is defeated, display the story bane Blasted Chicken next to the scenario. At the end of the turn, if Shiny Longshanks was defeated using a combat check, display the Proxy A at the rightmost location; otherwise, banish it and display Proxy B at the rightmost location. Then begin Act 2. Additional Rules: Blasted Chicken (Danger):
Story Bane Traits: Aberration Cockatrice To Defeat: Combat 12 Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled. If undefeated, suffer the scourge Exhausted Shiny Longshanks (Story Objective, Proxy A):
Story Bane Traits: Human Paladin To Defeat: Combat 9 OR Charisma Diplomacy Stealth 7 If defeated by a combat check, draw a new weapon or armor. Scenario Level (#): 1 Turn: 27, Fumbus/zeroth_hour Random Cards:
Monsters Spoiler:
Demonling
Core Monster 1 Traits: Demon Outsider To Defeat: Combat 8 OR Arcane Knowledge 6 Immune to Electricity and Poison. Resistant to Attack. Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage. If undefeated, suffer the scourge Poisoned. Spoiler:
Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Spoiler:
Swamp Ooze
Core Monster 1 Traits: Acid Ooze To Defeat: Combat 9 Immune to Cold, Fire, Mental, and Poison. After acting, each local character either recharges an armor or suffers 1 Acid damage. Spoiler:
Werewolf
Core Monster 1 Traits: Lycanthrope To Defeat: Combat 11 OR Knowledge 7 If the hour's level is 0, the difficulty to defeat is increased by 3. If undefeated, suffer the scourge Wounded and end your turn. Spoiler:
Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Barriers Spoiler:
Symbol of Sleep
Core Barrier 1 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 8 If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier. Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Spoiler:
Drowning Mud
Core Barrier 1 Traits: Obstacle To Defeat: Strength Survival 6 OR Constitution Fortitude 8 If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted. Spoiler:
Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Spoiler:
Warband
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: None 0 When examined, succeed at a Stealth 7+# check or encounter this barrier. Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location. Weapons Spoiler:
Battleaxe
Core Weapon 0 Traits: Axe Melee To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8. Spoiler:
Throwing Axe
Core Weapon 0 Traits: Axe Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6. If proficient, on a local combat check, freely discard to add 1d6. You may use this power even if you have previously revealed this card on this check. Spoiler:
Glorious Warhammer
Core Weapon 1 Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers. Recharge to examine the top card of your location. Spoiler:
Dagger
Core Weapon 0 Traits: Finesse Knife Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 3 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Heavy Crossbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reload to use Dexterity or Ranged + 1d10. On a distant combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Mirror Image
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 Display. While displayed: * When you suffer damage, roll 1d4. On any result other than 1, reduce the damage to 0. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead. Spoiler:
Invisibility
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Arcane 7 When a local character encounters a monster, banish; they evade it. On a local Stealth check, banish to add 2d10. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead. Spoiler:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
Viper Strike
Core Spell 0 Traits: Arcane Attack Divine Magic Poison To Acquire: Intelligence Wisdom Arcane Divine 5 For your combat check, banish to use Arcane + 2d4 or Divine + 2d4. On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
Locate Object
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 6 Banish to examine your location until you find a boon. Encounter it, then shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Armors Spoiler:
Half-plate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 7 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Heavy Shield
Core Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude 4 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Leather Armor
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 1. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Spiked Breastplate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 6 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait. Spoiler:
Helm
Core Armor 0 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 4 When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Thieves' Tools
Core Item 0 Traits: Tool To Acquire: Dexterity Disable 4 On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8. Spoiler:
Gem of Mental Acuity
Core Item 1 Traits: Magic Object To Acquire: Intelligence Wisdom Charisma 11 On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die. Spoiler:
Codex
Core Item 0 Traits: Book To Acquire: Intelligence Knowledge 5 On your check to acquire, reveal to add 1. On a local check to acquire, discard to add your Knowledge skill. Spoiler:
Noxious Bomb
Core Item 0 Traits: Alchemical Attack Liquid Poison To Acquire: Intelligence Craft 5 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. Spoiler:
Caltrops
Core Item 0 Traits: Object To Acquire: Dexterity Disable 4 When a local character encounters a monster, discard; they evade it. Allies Spoiler:
Tinker
Core Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy Disable 6 On a local check to acquire or Craft check, recharge to add 1d4. Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4. Spoiler:
Mouse
Core Ally 0 Traits: Animal To Acquire: Wisdom Stealth Survival 4 On a local Dexterity or Stealth check, recharge to add 1d4. Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead. Spoiler:
Porcupine
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 5 On a local check against an Animal monster, recharge to add 1d8. Discard to explore. If the first card you encounter is a monster, you may recharge this card instead. Spoiler:
Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Spoiler:
Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Blessings Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Hour Power: On your check against an Animal or Elemental card, add 1d4. Current Hour: Gozreh's Growth:
Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Hours Remaining: 3 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Grazzle/danforth347: Spoiler: Hourglass Card 2 Pizazz/Zalarian: Hourglass Card 1 Grazzle/danforth347
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 3 Crimsi/eddiephlash: Hourglass Card 2 Pizazz/Zalarian
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 3 Crimsi/eddiephlash
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Location #2: Mountain
Mountain Card 1 (Mob of Undead): Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Mountain Card 2: Starknife
Core Weapon 0 Traits: Finesse Knife Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Mountain Card 3: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Mountain Card 4: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Mountain Card 5: Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Mountain Card 6:
Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Location #3: Ravine Underground Wild At This Location: The difficulty of combat checks is increased by #. When Closing: Bury a random card. When Permanently Closed: You may heal a buried card. M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Spiked Volley, Ogre Ravine Card 1 (Ogre): Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Ravine Card 2:
Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Location #4: Cave Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Grazzle/danforth347, Shiny Longshanks (Proxy A) Displayed Allip Cave Card 1: Allip
Core Monster 1 Traits: Incorporeal Undead To Defeat: Combat 14 OR Divine 8 Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, suffer the scourge Dazed. Cave Card 2:
Elixir of Healing
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish to heal a local character 1d4+1 cards. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Location #5: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Cliff Card 1: Longbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal to use Dexterity or Ranged + 1d8. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Cliff Card 2: Tower Shield
Core Armor 1 Traits: Offhand Shield To Acquire: Constitution Fortitude 6 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local combat check, freely discard to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Cliff Card 3:
Attic Whisperer
Core Monster 1 Traits: Mental Undead To Defeat: Combat 13 Immune to Mental and Poison. All damage is Mental damage that may not be reduced. Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed. While acting, distant characters may not play cards. Location #6: Campsite Wild At This Location: At the end of your turn, you may heal a card. When Closing: Choose 3 different types of boons, then recharge a boon of each type. When Permanently Closed: No effect. M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Shiny Longshanks (Proxy A) Displayed Campsite Card 1: Longsword
Core Weapon 0 Traits: Melee Sword To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4. Campsite Card 2: Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Campsite Card 3: Warhammer
Core Weapon 0 Traits: Hammer Melee To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Healed 2 by Grazzle (Seeking Shortbow, Bodyguard). Deck shuffled.. Thanks! Start turn. Examine Random location: 1d5 ⇒ 1: Mob of Undead. Oh yuck!
Crimsi Survival 5: 1d8 + 2 ⇒ (1) + 2 = 3 No
End turn. Reset hand, drawing 2 and hoping for the weapon. Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Seeking Shortbow Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
Both weapons discarded for Fumbus and Pizazz's combats. No more weapon help available. Reset hand, drawing 4. Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): 0 Recharged: Sands of the Hour, Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
Fumbus' SoT
Recharge Sands of the Hour to bless Pizza's recovery check Start turn. Hour is Sarenrae's Light.
Botting SoT checks. Fumbus Constitution Check DC 5: 1d8 ⇒ 7: Success
Proxy A moves to rightmost occupied location, staying at Campsite.
Each other characer may encounter the Warewolf. I can discard either or both of my bows to add d8 to combat each.
Werewolf:
Core Monster Traits: Lycanthrope To Defeat: Combat 11 OR Knowledge 7 If the hour's level is 0, the difficulty to defeat is increased by 3. If undefeated, suffer the scourge Wounded and end your turn. Bury Clockwork servant to explore Chain Shirt.
End turn. Will reset hand after others have decided on their actions
Will have displayed Chain shirt on Fumbus' turn. Recharge Benefaction to help Pizz. Start turn. Hour is Abadar's Law. Rando examine: 1d5 ⇒ 2: Ravine top card: Allying Dart.
End turn. Heal 1: Guide. Reset hand, drawing 1 Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Guide, Tinker, Benefaction, Prayer Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
During This Adventure: You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.)
Wait, I’m Not a Goblin!:
Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Seelah. Then you recall you are a goblin, the world needs heroes, and you’re all it’s got. During This Scenario: Setup:
Additional Rules: Blasted Chicken (Danger):
Story Bane Traits: Aberration Cockatrice To Defeat: Combat 12 Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled. If undefeated, suffer the scourge Exhausted Shiny Longshanks (Story Objective, Proxy A):
Story Bane Traits: Aberration Cockatrice To Defeat: Combat 12 Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled. If undefeated, suffer the scourge Exhausted Scenario Level (#): 1 Turn: 17, Pizazz/Zalarian Random Cards:
Monsters Spoiler:
Dire Boar
Core Monster 1 Traits: Animal To Defeat: Combat 10 THEN Combat 11 When you would reveal a Melee weapon on the check to defeat, recharge it instead. If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage. Spoiler:
Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Spoiler:
Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Spoiler:
Boggart
Core Monster 1 Traits: Fey To Defeat: Knowledge Perception 4 THEN Combat 10 If undefeated, shuffle this monster into a random other location, then move to that location and end your turn. Spoiler:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Barriers Spoiler:
Razor Snare
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable Survival 6 If undefeated, suffer the scourges Entangled and Wounded, then end your turn. Spoiler:
Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Spoiler:
Ghastly Runes
Core Barrier 1 Traits: Magic Trap Trigger Veteran To Defeat: Arcane Divine 4+# OR Disable 6+# When examined, encounter this barrier. If you have the Perception skill, the difficulty to defeat is increased by #. If undefeated, move to a random location and suffer the scourge Frightened. Spoiler:
Ingratiating Minion
Core Barrier 1 Traits: Task To Defeat: Charisma Diplomacy Knowledge 7 If undefeated, suffer the scourge Exhausted, then summon and encounter the danger. If defeated, examine the top card of your location; you may ignore effects that trigger when examined. Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Weapons Spoiler:
Quarterstaff
Core Weapon 0 Traits: 2-Handed Bludgeoning Melee Staff To Acquire: Strength Melee 4 For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6. Discard to evade an Obstacle or Trap barrier you encounter. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Longspear
Core Weapon 0 Traits: 2-Handed Melee Piercing Spear To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Heavy Crossbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reload to use Dexterity or Ranged + 1d10. On a distant combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Shortsword
Core Weapon 0 Traits: Finesse Melee Piercing Sword To Acquire: Strength Stealth Melee 4 For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4. Spoiler:
Seeking Shortbow
Core Weapon 1 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 11 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Fire Bolt
Core Spell 1 Traits: Arcane Magic Attack Fire To Acquire: Intelligence Arcane 8 For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Spoiler:
Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Confusion
Core Spell 0 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 6 When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Spoiler:
Deflect
Core Spell 0 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 4 When a local character suffers Combat damage, freely banish to reduce it by 4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead. Spoiler:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Armors Spoiler:
Full Plate
Core Armor 1 Traits: Heavy Armor To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Leather Armor
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 1. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Spiked Half-plate
Core Armor 1 Traits: Heavy Armor To Acquire: Constitution Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait. Spoiler:
Light Shield
Core Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude 3 When you suffer Combat damage, freely reveal to reduce it by 1. On your Melee combat check, freely recharge to reroll a d4, d6, or d8. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Armor of Insults
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Diplomacy Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * To avenge, you may discard a card. Items Spoiler:
Sacred Candle
Core Item 1 Traits: Magic Object To Acquire: Wisdom Divine 10 Bury to draw the hour. You may not play this during an encounter. Spoiler:
Balmberry
Core Item 0 Traits: Alchemical Plant To Acquire: Wisdom Divine Survival 6 On your turn, bury or banish to heal a local character a card and/or remove a scourge from them. DURING RECOVERY You may succeed at a Divine or Survival 8 check to recharge this card. Spoiler:
Cape of Escape
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 Discard to move, or to evade your encounter then move. You succeed at any check required to move. Spoiler:
Gem of Physical Prowess
Core Item 1 Traits: Magic Object To Acquire: Strength Dexterity Constitution 11 On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die. Spoiler:
Token of Remembrance
Core Item 0 Traits: Arcane Divine Magic Object To Acquire: Intelligence Wisdom Arcane Divine 5 On your check to recharge a spell, recharge to add 1d8. Bury to reload a spell from your discards. Allies Spoiler:
Porcupine
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 5 On a local check against an Animal monster, recharge to add 1d8. Discard to explore. If the first card you encounter is a monster, you may recharge this card instead. Spoiler:
Guide
Core Ally 0 Traits: Hireling Human To Acquire: Charisma Diplomacy 5 On a local check to close or to guard, recharge to add 1d6. Discard to explore. This exploration, on your checks to close your location, add 1d6. Spoiler:
Archer
Core Ally 0 Traits: Human Ranger To Acquire: Charisma Diplomacy Ranged 4 On a local Dexterity or Ranged check, recharge to add 1d4. Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4. Spoiler:
Soldier
Core Ally 0 Traits: Human Soldier To Acquire: Charisma Diplomacy Melee 4 On a local Strength or Melee check, recharge to add 1d4. Discard to explore. This exploration, on your Strength and Melee checks, add 1d4. Spoiler:
Acolyte
Core Ally 0 Traits: Cleric Human To Acquire: Charisma Diplomacy Divine 4 On a local Wisdom or Divine check, recharge to add 1d4. Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4. Blessings Spoiler:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: WisdomDivinePerception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Gorum's Iron
Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Hour Power: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. Current Hour: Shelyn's Song:
Shelyn's Song
Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Hours Remaining: 13 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Crimsi/eddiephlash: Spoiler: Hourglass Card 2 Fumbus/zeroth_hour: Hourglass Card 1 Crimsi/eddiephlash
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 3 Grazzle/danforth347: Hourglass Card 2 Fumbus/zeroth_hour
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 4 Pizazz/Zalarian: Hourglass Card 3 Grazzle/danforth347
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 5 Crimsi/eddiephlash: Hourglass Card 4 Pizazz/Zalarian
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 6 Fumbus/zeroth_hour: Hourglass Card 5 Crimsi/eddiephlash
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 7 Grazzle/danforth347: Hourglass Card 6 Fumbus/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 8 Pizazz/Zalarian: Hourglass Card 7 Grazzle/danforth347
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 9 Crimsi/eddiephlash: Hourglass Card 8 Pizazz/Zalarian
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 10 Fumbus/zeroth_hour: Hourglass Card 9 Crimsi/eddiephlash
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 11 Grazzle/danforth347: Hourglass Card 10 Fumbus/zeroth_hour
Gozreh's Growth Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler: Hourglass Card 12 Pizazz/Zalarian: Hourglass Card 11 Grazzle/danforth347
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 13 Crimsi/eddiephlash: Hourglass Card 12 Pizazz/Zalarian
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 13 Crimsi/eddiephlash
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Location #2: Mountain
Mountain Card 1: Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Mountain Card 2: Starknife
Core Weapon 0 Traits: Finesse Knife Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Mountain Card 3: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Mountain Card 4: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Mountain Card 5: Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Mountain Card 6:
Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Location #3: Ravine Underground Wild At This Location: The difficulty of combat checks is increased by #. When Closing: Bury a random card. When Permanently Closed: You may heal a buried card. M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Ravine Card 1: Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Ravine Card 2: Allying Dart
Core Weapon 1 Traits: Dart Magic Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll. On another local character's combat check, freely reload to add 1d4+1. Ravine Card 3: Detect Magic
Core Spell 0 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 3 Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead. Ravine Card 4: Magic Chain Shirt
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. Ravine Card 5:
Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Location #4: Cave Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Bloodbug Cave Card 1 (Bloodbug): Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. Cave Card 2: Chain Shirt
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Cave Card 3: Giantbane Greataxe
Core Weapon 1 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Cave Card 4: Wolf Pack
Core Monster 0 Traits: Animal To Defeat: Combat 11 OR Survival 6 Before acting, a local character summons and encounters this monster. If the check to defeat has the Attack or Ranged trait, you may reroll. Cave Card 5: Elixir of Energy Resistance
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 5 Display next to a local character. While displayed: * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1. * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. Cave Card 6: Allip
Core Monster 1 Traits: Incorporeal Undead To Defeat: Combat 14 OR Divine 8 Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, suffer the scourge Dazed. Cave Card 7:
Elixir of Healing
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish to heal a local character 1d4+1 cards. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Location #5: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0 Located/Displayed Here: Grazzle/danforth347, Ghost Cliff Card 1: Door Spike
Core Barrier 1 Traits: Trap To Defeat: Dexterity Wisdom Disable Perception 8 If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage. Cliff Card 2: Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Cliff Card 3: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Cliff Card 4: Werewolf
Core Monster 1 Traits: Lycanthrope To Defeat: Combat 11 OR Knowledge 7 If the hour's level is 0, the difficulty to defeat is increased by 3. If undefeated, suffer the scourge Wounded and end your turn. Cliff Card 5: Longbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal to use Dexterity or Ranged + 1d8. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Cliff Card 6: Tower Shield
Core Armor 1 Traits: Offhand Shield To Acquire: Constitution Fortitude 6 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local combat check, freely discard to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Cliff Card 7:
Attic Whisperer
Core Monster 1 Traits: Mental Undead To Defeat: Combat 13 Immune to Mental and Poison. All damage is Mental damage that may not be reduced. Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed. While acting, distant characters may not play cards. Location #6: Campsite Wild At This Location: At the end of your turn, you may heal a card. When Closing: Choose 3 different types of boons, then recharge a boon of each type. When Permanently Closed: No effect. M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Crimsi/eddiephlash, Fumbus/zeroth_hour, Shiny Longshanks (Proxy A) Campsite Card 1: Clockwork Servant
Core Ally 1 Traits: Construct To Acquire: Intelligence Craft 6 On a local Intelligence or Craft check, recharge to add 1d6. Bury or banish to explore. DURING RECOVERY You may succeed at a Craft 8 check to recharge this card. Campsite Card 2: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Campsite Card 3: Mercenary
Core Monster 1 Traits: Human Warrior Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 8+# If undefeated, bury a weapon or an armor from your hand or discards. If defeated, heal a weapon or an armor. Campsite Card 4: Crow
Core Ally 1 Traits: Animal To Acquire: Wisdom Survival 5 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire, add 1d4. Campsite Card 5: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Campsite Card 6: Rat Swarm
Core Monster 0 Traits: Animal Swarm To Defeat: Combat 9 Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. Campsite Card 7: Longsword
Core Weapon 0 Traits: Melee Sword To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4. Campsite Card 8: Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Campsite Card 9: Warhammer
Core Weapon 0 Traits: Hammer Melee To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Start turn, hour is Orison. Rando examine: 1d5 ⇒ 3: Cave: Bloodbug. Use Balmberry to heal Grazzle 1 card and remove their scourge
Discard Archer to explore card 2: Dire Badger. Use DLCrossbow. Archer adds d4. Power adds d4. Drop a blast stone just to be sure.
End turn. Campsite heals 1: Seeking Shortbow. Reset hand, drawing 5 Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Sands of the Hour, Prayer, Tinker Recharged: Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
Could use a heal if Grazzle has any to spare.
During This Adventure: You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.)
Wait, I’m Not a Goblin!:
Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Seelah. Then you recall you are a goblin, the world needs heroes, and you’re all it’s got. During This Scenario: Setup:
Additional Rules: Blasted Chicken (Danger):
Story Bane Traits: Aberration Cockatrice To Defeat: Combat 12 Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled. If undefeated, suffer the scourge Exhausted Shiny Longshanks (Story Objective, Proxy A):
Story Bane Traits: Aberration Cockatrice To Defeat: Combat 12 Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled. If undefeated, suffer the scourge Exhausted Scenario Level (#): 1 Turn: 11, Fumbus/zeroth_hour Random Cards:
Monsters Spoiler:
Azer
Core Monster 1 Traits: Elemental Fire Outsider Veteran To Defeat: Combat 11+## Immune to Fire. Vulnerable to Cold. After acting, suffer 1d4-1 Fire damage. Spoiler:
Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Spoiler:
Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Spoiler:
Giant Fly
Core Monster 1 Traits: Vermin To Defeat: Combat 10 If undefeated, bury a random card from your discards. After acting, shuffle this monster into a random other location. Spoiler:
Termite Swarm
Core Monster 1 Traits: Swarm Vermin Trigger To Defeat: Combat 10 OR Constitution Fortitude 6 When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage. Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. Barriers Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Spoiler:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Spoiler:
Warband
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: None 0 When examined, succeed at a Stealth 7+# check or encounter this barrier. Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location. Spoiler:
Drowning Mud
Core Barrier 1 Traits: Obstacle To Defeat: Strength Survival 6 OR Constitution Fortitude 8 If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted. Spoiler:
Razor Snare
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable Survival 6 If undefeated, suffer the scourges Entangled and Wounded, then end your turn. Weapons Spoiler:
Keen Rapier
Core Weapon 1 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 9 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. Spoiler:
Shortsword
Core Weapon 0 Traits: Finesse Melee Piercing Sword To Acquire: Strength Stealth Melee 4 For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4. Spoiler:
Quarterstaff
Core Weapon 0 Traits: 2-Handed Bludgeoning Melee Staff To Acquire: Strength Melee 4 For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6. Discard to evade an Obstacle or Trap barrier you encounter. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Returning Throwing Axe
Core Weapon 1 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 10 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1. If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check. Spoiler:
Light Crossbow
Core Weapon 0 Traits: Bow Ranged To Acquire: Dexterity Ranged 4 For your combat check, reveal to use Dexterity or Ranged + 1d8. On a distant combat check, freely discard to add 1d8. Spells Spoiler:
Commune
Core Spell 1 Traits: Divine Magic To Acquire: Wisdom Divine 12 Banish to draw a new blessing. DURING RECOVERY If proficient, you may bury this card. Spoiler:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Lightning Touch
Core Spell 0 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 4 For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead. Spoiler:
Fire Bolt
Core Spell 1 Traits: Arcane Magic Attack Fire To Acquire: Intelligence Arcane 8 For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Armors Spoiler:
Armor of Insults
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Diplomacy Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * To avenge, you may discard a card. Spoiler:
Helm
Core Armor 0 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 4 When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Spiked Half-plate
Core Armor 1 Traits: Heavy Armor To Acquire: Constitution Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait. Spoiler:
Leather Armor
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 1. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Full Plate
Core Armor 1 Traits: Heavy Armor To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead. Items Spoiler:
Staff of Minor Healing
Core Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge to heal a local character a card. Spoiler:
Token of Remembrance
Core Item 0 Traits: Arcane Divine Magic Object To Acquire: Intelligence Wisdom Arcane Divine 5 On your check to recharge a spell, recharge to add 1d8. Bury to reload a spell from your discards. Spoiler:
Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Spoiler:
Sage's Journal
Core Item 0 Traits: Book To Acquire: Intelligence Knowledge 6 On your check against a story bane, reveal to add 1d4. On a local check against a bane, bury to add your Knowledge. Spoiler:
Compass
Core Item 0 Traits: Object To Acquire: Wisdom Survival 4 Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter. Discard to explore. Allies Spoiler:
Archer
Core Ally 0 Traits: Human Ranger To Acquire: Charisma Diplomacy Ranged 4 On a local Dexterity or Ranged check, recharge to add 1d4. Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4. Spoiler:
Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Spoiler:
Porcupine
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 5 On a local check against an Animal monster, recharge to add 1d8. Discard to explore. If the first card you encounter is a monster, you may recharge this card instead. Spoiler:
Standard Bearer
Core Ally 1 Traits: Human Soldier To Acquire: Charisma Diplomacy Melee 6 On a local Strength or Constitution check, recharge to add 1d4. Discard to explore. This exploration, on your checks against story banes, add 1d4. Spoiler:
Bat
Core Ally 0 Traits: Animal To Acquire: Wisdom Perception Survival 4 On a local Ranged or Survival check, recharge to add 1d4. Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4. Blessings Spoiler:
Irori's Mastery
Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Hour Power: On your non-Attack combat check, add 1. Current Hour: Gorum's Iron:
Gorum's Iron
Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Hours Remaining: 19 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Grazzle/danforth347: Spoiler: Hourglass Card 2 Pizazz/Zalarian: Hourglass Card 1 Grazzle/danforth347
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 3 Crimsi/eddiephlash: Hourglass Card 2 Pizazz/Zalarian
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 4 Fumbus/zeroth_hour: Hourglass Card 3 Crimsi/eddiephlash
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 5 Grazzle/danforth347: Hourglass Card 4 Fumbus/zeroth_hour
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 6 Pizazz/Zalarian: Hourglass Card 5 Grazzle/danforth347
Torag's Power Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 7 Crimsi/eddiephlash: Hourglass Card 6 Pizazz/Zalarian
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 8 Fumbus/zeroth_hour: Hourglass Card 7 Crimsi/eddiephlash
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 9 Grazzle/danforth347: Hourglass Card 8 Fumbus/zeroth_hour
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 10 Pizazz/Zalarian: Hourglass Card 9 Grazzle/danforth347
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 11 Crimsi/eddiephlash: Hourglass Card 10 Pizazz/Zalarian
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 12 Fumbus/zeroth_hour: Hourglass Card 11 Crimsi/eddiephlash
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 13 Grazzle/danforth347: Hourglass Card 12 Fumbus/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 14 Pizazz/Zalarian: Hourglass Card 13 Grazzle/danforth347
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 15 Crimsi/eddiephlash: Hourglass Card 14 Pizazz/Zalarian
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 16 Fumbus/zeroth_hour: Hourglass Card 15 Crimsi/eddiephlash
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 17 Grazzle/danforth347: Hourglass Card 16 Fumbus/zeroth_hour
Gozreh's Growth Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler: Hourglass Card 18 Pizazz/Zalarian: Hourglass Card 17 Grazzle/danforth347
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 19 Crimsi/eddiephlash: Hourglass Card 18 Pizazz/Zalarian
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 19 Crimsi/eddiephlash
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Location #2: Mountain
Mountain Card 1 (Hide Armor): Hide Armor
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude Survival 3 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 1. * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier. Mountain Card 2: Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Mountain Card 3: Starknife
Core Weapon 0 Traits: Finesse Knife Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Mountain Card 4: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Mountain Card 5: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Mountain Card 6: Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Mountain Card 7:
Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Location #3: Ravine Underground Wild At This Location: The difficulty of combat checks is increased by #. When Closing: Bury a random card. When Permanently Closed: You may heal a buried card. M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Ravine Card 1: Swamp Ooze
Core Monster 1 Traits: Acid Ooze To Defeat: Combat 9 Immune to Cold, Fire, Mental, and Poison. After acting, each local character either recharges an armor or suffers 1 Acid damage. Ravine Card 2: Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Ravine Card 3: Allying Dart
Core Weapon 1 Traits: Dart Magic Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll. On another local character's combat check, freely reload to add 1d4+1. Ravine Card 4: Detect Magic
Core Spell 0 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 3 Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead. Ravine Card 5: Magic Chain Shirt
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. Ravine Card 6:
Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Location #4: Cave Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Fumbus/zeroth_hour, None Cave Card 1: Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Cave Card 2: Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. Cave Card 3: Chain Shirt
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Cave Card 4: Giantbane Greataxe
Core Weapon 1 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Cave Card 5: Wolf Pack
Core Monster 0 Traits: Animal To Defeat: Combat 11 OR Survival 6 Before acting, a local character summons and encounters this monster. If the check to defeat has the Attack or Ranged trait, you may reroll. Cave Card 6: Elixir of Energy Resistance
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 5 Display next to a local character. While displayed: * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1. * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. Cave Card 7: Allip
Core Monster 1 Traits: Incorporeal Undead To Defeat: Combat 14 OR Divine 8 Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, suffer the scourge Dazed. Cave Card 8:
Elixir of Healing
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish to heal a local character 1d4+1 cards. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Location #5: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0 Located/Displayed Here: Crimsi/eddiephlash, Ghost Cliff Card 1: Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Cliff Card 2: Dire Badger
Core Monster 1 Traits: Animal To Defeat: Combat 11 OR Perception Survival 6 If undefeated, shuffle this monster into a random location. If defeated by a combat check, suffer 1d4 Combat damage. Cliff Card 3: Door Spike
Core Barrier 1 Traits: Trap To Defeat: Dexterity Wisdom Disable Perception 8 If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage. Cliff Card 4: Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Cliff Card 5: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Cliff Card 6: Werewolf
Core Monster 1 Traits: Lycanthrope To Defeat: Combat 11 OR Knowledge 7 If the hour's level is 0, the difficulty to defeat is increased by 3. If undefeated, suffer the scourge Wounded and end your turn. Cliff Card 7: Longbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal to use Dexterity or Ranged + 1d8. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Cliff Card 8: Tower Shield
Core Armor 1 Traits: Offhand Shield To Acquire: Constitution Fortitude 6 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local combat check, freely discard to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Cliff Card 9:
Attic Whisperer
Core Monster 1 Traits: Mental Undead To Defeat: Combat 13 Immune to Mental and Poison. All damage is Mental damage that may not be reduced. Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed. While acting, distant characters may not play cards. Location #6: Campsite Wild At This Location: At the end of your turn, you may heal a card. When Closing: Choose 3 different types of boons, then recharge a boon of each type. When Permanently Closed: No effect. M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Shiny Longshanks (Proxy A) Campsite Card 1 (Demonling): Demonling
Core Monster 1 Traits: Demon Outsider To Defeat: Combat 8 OR Arcane Knowledge 6 Immune to Electricity and Poison. Resistant to Attack. Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage. If undefeated, suffer the scourge Poisoned. Campsite Card 2: Clockwork Servant
Core Ally 1 Traits: Construct To Acquire: Intelligence Craft 6 On a local Intelligence or Craft check, recharge to add 1d6. Bury or banish to explore. DURING RECOVERY You may succeed at a Craft 8 check to recharge this card. Campsite Card 3: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Campsite Card 4: Mercenary
Core Monster 1 Traits: Human Warrior Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 8+# If undefeated, bury a weapon or an armor from your hand or discards. If defeated, heal a weapon or an armor. Campsite Card 5: Crow
Core Ally 1 Traits: Animal To Acquire: Wisdom Survival 5 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire, add 1d4. Campsite Card 6: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Campsite Card 7: Rat Swarm
Core Monster 0 Traits: Animal Swarm To Defeat: Combat 9 Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. Campsite Card 8: Longsword
Core Weapon 0 Traits: Melee Sword To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4. Campsite Card 9: Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Campsite Card 10: Warhammer
Core Weapon 0 Traits: Hammer Melee To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Hour is Calistria's Sting. Explore Rando location: 1d5 ⇒ 1: Mountain card 1 is still Hide Armor. Explore Cave card 1: Wounded Wanderer.
Discard Bodyguard to explore card 1: Ghost. Reveal Deathbane crossbow and toss Acid Flask.
End turn. Reset hand, drawing 2. Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Tinker, Sands of the Hour, Heavy Crossbow, Elixir of Love, Chain Shirt, Prayer, Benefaction Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
SotH discarded for Fumbus. Then healed 1: Heavy Crossbow. Healed another at start of Grazzle's turn: Benefaction. Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Benefaction, Heavy Crossbow, Balmberry, Elixir of Love, Chain Shirt, Prayer, Archer, Tinker Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
Heavy Crossbow discarded for Piz. Start turn, hour is Orison. Examine random location: 1d6 ⇒ 6: Campsite card 1: Demonling. Explore Ravine card 1: Spyglass.
Discard Benefaction to explore card 2: Boggart. Use Craft for first check.
End turn. Reset hand, drawing 2 Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Prayer, Balmberry, Chain Shirt, Tinker, Elixir of Love Recharged: Archer, Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
During This Adventure: You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.)
Wait, I’m Not a Goblin!:
Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Seelah. Then you recall you are a goblin, the world needs heroes, and you’re all it’s got. During This Scenario: Setup:
Additional Rules: Blasted Chicken (Danger):
Story Bane Traits: Aberration Cockatrice To Defeat: Combat 12 Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled. If undefeated, suffer the scourge Exhausted Shiny Longshanks (Story Objective, Proxy A):
Story Bane Traits: Aberration Cockatrice To Defeat: Combat 12 Before acting, succeed at a Constitution, Fortitude, Stealth, or Survival 5 check or suffer the scourge Entangled. If undefeated, suffer the scourge Exhausted Scenario Level (#): 1 Turn: 3, Fumbus/zeroth_hour Random Cards:
Monsters Spoiler:
Goblin Troublemaker
Core Monster 0 Traits: Goblin To Defeat: Combat 9 Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4: 1. Suffer 1d4-1 Ranged Combat damage. 2. Suffer 1 Fire damage. 3. Suffer the scourge Poisoned. 4. Recharge a card. Spoiler:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Spoiler:
Giant Fly
Core Monster 1 Traits: Vermin To Defeat: Combat 10 If undefeated, bury a random card from your discards. After acting, shuffle this monster into a random other location. Spoiler:
Accursed Priest
Core Monster 1 Traits: Cleric Undead To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Spoiler:
Azer
Core Monster 1 Traits: Elemental Fire Outsider Veteran To Defeat: Combat 11+## Immune to Fire. Vulnerable to Cold. After acting, suffer 1d4-1 Fire damage. Barriers Spoiler:
Lost Local
Core Barrier 0 Traits: Task To Defeat: Charisma Diplomacy 5 OR Survival 7 If undefeated, suffer the scourge Dazed and end your turn. Spoiler:
Pit Trap
Core Barrier 0 Traits: Obstacle Trap To Defeat: Dexterity Acrobatics 6 OR Wisdom Perception 8 If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier. If defeated, you may explore. Spoiler:
Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant Trigger To Defeat: Wisdom Perception 8 OR Stealth Survival 6 When examined, encounter this barrier. If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier. Spoiler:
Locked Door
Core Barrier 1 Traits: Lock Obstacle To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Spoiler:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Weapons Spoiler:
Shortbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged Stealth 5 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6. If proficient, on another character's combat check, freely discard to add 1d6. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Longspear
Core Weapon 0 Traits: 2-Handed Melee Piercing Spear To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Glorious Warhammer
Core Weapon 1 Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers. Recharge to examine the top card of your location. Spoiler:
Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing Sword To Acquire: Strength Acrobatics Melee 7 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. Spoiler:
Sling
Core Weapon 0 Traits: Ranged Sling To Acquire: Dexterity Ranged 3 For your combat check, reveal to use Dexterity or Ranged + 1d4. On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spells Spoiler:
Mirror Image
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 Display. While displayed: * When you suffer damage, roll 1d4. On any result other than 1, reduce the damage to 0. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead. Spoiler:
Magic Eye
Core Spell 0 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 7 Banish to examine the top 3 cards of your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead. Spoiler:
Detect Evil
Core Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Fire Bolt
Core Spell 1 Traits: Arcane Magic Attack Fire To Acquire: Intelligence Arcane 8 For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Spoiler:
Confusion
Core Spell 0 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 6 When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Armors Spoiler:
Spiked Half-plate
Core Armor 1 Traits: Heavy Armor To Acquire: Constitution Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait. Spoiler:
Armor of Insults
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Diplomacy Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * To avenge, you may discard a card. Spoiler:
Light Shield
Core Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude 3 When you suffer Combat damage, freely reveal to reduce it by 1. On your Melee combat check, freely recharge to reroll a d4, d6, or d8. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Helm
Core Armor 0 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 4 When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Chain Mail
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 5 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Items Spoiler:
Crowbar
Core Item 0 Traits: Tool To Acquire: Strength Melee 3 On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8. Spoiler:
Balmberry
Core Item 0 Traits: Alchemical Plant To Acquire: Wisdom Divine Survival 6 On your turn, bury or banish to heal a local character a card and/or remove a scourge from them. DURING RECOVERY You may succeed at a Divine or Survival 8 check to recharge this card. Spoiler:
Compass
Core Item 0 Traits: Object To Acquire: Wisdom Survival 4 Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter. Discard to explore. Spoiler:
Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Spoiler:
Gem of Physical Prowess
Core Item 1 Traits: Magic Object To Acquire: Strength Dexterity Constitution 11 On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die. Allies Spoiler:
Porcupine
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 5 On a local check against an Animal monster, recharge to add 1d8. Discard to explore. If the first card you encounter is a monster, you may recharge this card instead. Spoiler:
Giant Slug
Core Ally 1 Traits: Acid Animal To Acquire: Wisdom Survival 6 On a local combat check, recharge to add 1d4 and the Acid trait. Recharge this card and discard the top card of the hourglass to explore. This exploration, you may evade your encounters. Spoiler:
Bat
Core Ally 0 Traits: Animal To Acquire: Wisdom Perception Survival 4 On a local Ranged or Survival check, recharge to add 1d4. Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4. Spoiler:
Soldier
Core Ally 0 Traits: Human Soldier To Acquire: Charisma Diplomacy Melee 4 On a local Strength or Melee check, recharge to add 1d4. Discard to explore. This exploration, on your Strength and Melee checks, add 1d4. Spoiler:
Droogami
Core Ally 1 Traits: Animal Owner: Lini To Acquire: Wisdom Survival 6 On a local combat or Survival check, recharge to add 1d4. Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4. If you are this card's owner, recharge it instead. You may not use this power during an encounter. Blessings Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Hour Power: No effect. Current Hour: Incitation:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Hours Remaining: 27 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Grazzle/danforth347: Spoiler: Hourglass Card 2 Pizazz/Zalarian: Hourglass Card 1 Grazzle/danforth347
Gozreh's Growth Core Blessing 1 Traits: Deity: Gozreh Divine When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler: Hourglass Card 3 Crimsi/eddiephlash: Hourglass Card 2 Pizazz/Zalarian
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 4 Fumbus/zeroth_hour: Hourglass Card 3 Crimsi/eddiephlash
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 5 Grazzle/danforth347: Hourglass Card 4 Fumbus/zeroth_hour
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 6 Pizazz/Zalarian: Hourglass Card 5 Grazzle/danforth347
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 7 Crimsi/eddiephlash: Hourglass Card 6 Pizazz/Zalarian
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 8 Fumbus/zeroth_hour: Hourglass Card 7 Crimsi/eddiephlash
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 9 Grazzle/danforth347: Hourglass Card 8 Fumbus/zeroth_hour
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 10 Pizazz/Zalarian: Hourglass Card 9 Grazzle/danforth347
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 11 Crimsi/eddiephlash: Hourglass Card 10 Pizazz/Zalarian
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Fumbus/zeroth_hour: Hourglass Card 11 Crimsi/eddiephlash
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 13 Grazzle/danforth347: Hourglass Card 12 Fumbus/zeroth_hour
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 14 Pizazz/Zalarian: Hourglass Card 13 Grazzle/danforth347
Torag's Power Core Blessing 1 Traits: Deity: Torag Divine When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 15 Crimsi/eddiephlash: Hourglass Card 14 Pizazz/Zalarian
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 16 Fumbus/zeroth_hour: Hourglass Card 15 Crimsi/eddiephlash
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 17 Grazzle/danforth347: Hourglass Card 16 Fumbus/zeroth_hour
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 18 Pizazz/Zalarian: Hourglass Card 17 Grazzle/danforth347
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 19 Crimsi/eddiephlash: Hourglass Card 18 Pizazz/Zalarian
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 20 Fumbus/zeroth_hour: Hourglass Card 19 Crimsi/eddiephlash
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 21 Grazzle/danforth347: Hourglass Card 20 Fumbus/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 22 Pizazz/Zalarian: Hourglass Card 21 Grazzle/danforth347
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 23 Crimsi/eddiephlash: Hourglass Card 22 Pizazz/Zalarian
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 24 Fumbus/zeroth_hour: Hourglass Card 23 Crimsi/eddiephlash
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 25 Grazzle/danforth347: Hourglass Card 24 Fumbus/zeroth_hour
Gozreh's Growth Core Blessing 1 Traits: Deity: Gozreh Divine When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler: Hourglass Card 26 Pizazz/Zalarian: Hourglass Card 25 Grazzle/danforth347
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 27 Crimsi/eddiephlash: Hourglass Card 26 Pizazz/Zalarian
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 27 Crimsi/eddiephlash
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Location #1: Trail
Trail Card 1: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Trail Card 2: Standard Bearer
Core Ally 1 Traits: Human Soldier To Acquire: Charisma Diplomacy Melee 6 On a local Strength or Constitution check, recharge to add 1d4. Discard to explore. This exploration, on your checks against story banes, add 1d4. Trail Card 3: Flame Staff
Core Item 0 Traits: Attack Fire Magic Staff To Acquire: Arcane Divine 4 For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8. Trail Card 4: Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Trail Card 5: Termite Swarm
Core Monster 1 Traits: Swarm Vermin Trigger To Defeat: Combat 10 OR Constitution Fortitude 6 When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage. Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. Trail Card 6: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Trail Card 7:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Location #2: Mountain Wild At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted. When Closing: Bury an armor or the top card of your deck. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0 Located/Displayed Here: None Mountain Card 1: Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Mountain Card 2: Hide Armor
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude Survival 3 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 1. * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier. Mountain Card 3: Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Mountain Card 4: Starknife
Core Weapon 0 Traits: Finesse Knife Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Mountain Card 5: Skeleton
Core Monster 0 Traits: Skeleton Undead To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Mountain Card 6: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Mountain Card 7: Ghoul
Core Monster 1 Traits: Ghoul Undead To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Mountain Card 8:
Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Location #3: Ravine Underground Wild At This Location: The difficulty of combat checks is increased by #. When Closing: Bury a random card. When Permanently Closed: You may heal a buried card. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0 Located/Displayed Here: Crimsi/eddiephlash, None Ravine Card 1: Spyglass
Core Item 0 Traits: Object To Acquire: Wisdom Perception 6 On your Perception check, reveal to add 1d6. Discard to examine the top 2 cards of your location and return them in any order. Ravine Card 2: Boggart
Core Monster 1 Traits: Fey To Defeat: Knowledge Perception 4 THEN Combat 10 If undefeated, shuffle this monster into a random other location, then move to that location and end your turn. Ravine Card 3: Sarenrae's Light
Core Blessing 1 Traits: Deity: Sarenrae Divine When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Ravine Card 4: Swamp Ooze
Core Monster 1 Traits: Acid Ooze To Defeat: Combat 9 Immune to Cold, Fire, Mental, and Poison. After acting, each local character either recharges an armor or suffers 1 Acid damage. Ravine Card 5: Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Ravine Card 6: Allying Dart
Core Weapon 1 Traits: Dart Magic Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll. On another local character's combat check, freely reload to add 1d4+1. Ravine Card 7: Detect Magic
Core Spell 0 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 3 Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead. Ravine Card 8: Magic Chain Shirt
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. Ravine Card 9:
Ogre
Core Monster 0 Traits: Giant Ogre To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Location #4: Cave Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Cave Card 1 (Wounded Wanderer): Wounded Wanderer
Core Barrier 1 Traits: Task To Defeat: Wisdom Craft Divine Survival 8 You may bury a Healing boon to defeat this barrier. If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire. Cave Card 2: Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Cave Card 3: Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. Cave Card 4: Chain Shirt
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Cave Card 5: Giantbane Greataxe
Core Weapon 1 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Cave Card 6: Wolf Pack
Core Monster 0 Traits: Animal To Defeat: Combat 11 OR Survival 6 Before acting, a local character summons and encounters this monster. If the check to defeat has the Attack or Ranged trait, you may reroll. Cave Card 7: Elixir of Energy Resistance
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 5 Display next to a local character. While displayed: * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1. * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. Cave Card 8: Allip
Core Monster 1 Traits: Incorporeal Undead To Defeat: Combat 14 OR Divine 8 Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, suffer the scourge Dazed. Cave Card 9:
Elixir of Healing
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish to heal a local character 1d4+1 cards. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Location #5: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0 Located/Displayed Here: None Cliff Card 1: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Cliff Card 2: Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Cliff Card 3: Door Spike
Core Barrier 1 Traits: Trap To Defeat: Dexterity Wisdom Disable Perception 8 If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage. Cliff Card 4: Tower Shield
Core Armor 1 Traits: Offhand Shield To Acquire: Constitution Fortitude 6 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local combat check, freely discard to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Cliff Card 5: Werewolf
Core Monster 1 Traits: Lycanthrope To Defeat: Combat 11 OR Knowledge 7 If the hour's level is 0, the difficulty to defeat is increased by 3. If undefeated, suffer the scourge Wounded and end your turn. Cliff Card 6: Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Cliff Card 7: Attic Whisperer
Core Monster 1 Traits: Mental Undead To Defeat: Combat 13 Immune to Mental and Poison. All damage is Mental damage that may not be reduced. Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed. While acting, distant characters may not play cards. Cliff Card 8: Dire Badger
Core Monster 1 Traits: Animal To Defeat: Combat 11 OR Perception Survival 6 If undefeated, shuffle this monster into a random location. If defeated by a combat check, suffer 1d4 Combat damage. Cliff Card 9:
Longbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal to use Dexterity or Ranged + 1d8. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Location #6: Campsite Wild At This Location: At the end of your turn, you may heal a card. When Closing: Choose 3 different types of boons, then recharge a boon of each type. When Permanently Closed: No effect. M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Shiny Longshanks (Proxy A) Campsite Card 1: Demonling
Core Monster 1 Traits: Demon Outsider To Defeat: Combat 8 OR Arcane Knowledge 6 Immune to Electricity and Poison. Resistant to Attack. Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage. If undefeated, suffer the scourge Poisoned. Campsite Card 2: Clockwork Servant
Core Ally 1 Traits: Construct To Acquire: Intelligence Craft 6 On a local Intelligence or Craft check, recharge to add 1d6. Bury or banish to explore. DURING RECOVERY You may succeed at a Craft 8 check to recharge this card. Campsite Card 3: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Campsite Card 4: Mercenary
Core Monster 1 Traits: Human Warrior To Defeat: Combat 10+## OR Charisma Diplomacy 8+# If undefeated, bury a weapon or an armor from your hand or discards. If defeated, heal a weapon or an armor. Campsite Card 5: Crow
Core Ally 1 Traits: Animal To Acquire: Wisdom Survival 5 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire, add 1d4. Campsite Card 6: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Campsite Card 7: Rat Swarm
Core Monster 0 Traits: Animal Swarm To Defeat: Combat 9 Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. Campsite Card 8: Longsword
Core Weapon 0 Traits: Melee Sword To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4. Campsite Card 9: Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Campsite Card 10: Warhammer
Core Weapon 0 Traits: Hammer Melee To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Start turn, hour is Irori's Mastery: On your blessed check, you may reroll any dice showing 1. Explore card 2: Evoker.
Discard Guide to explore Mountain card 1: Drowning Mud. Ask for a blessing from Pizazz.
End turn. Reset hand, drawing 3 Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Acid Flask, Elixir of Love, Chain Shirt, Balmberry, Prayer, Blast Stone, Tinker Recharged: Archer, Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
Please indicate if interested in Magic Leather Armor loot. Starting hand: Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Prayer, Blast Stone, Acid Flask, Deathbane Light Crossbow, Balmberry, Sands of the Hour, Tinker, Seeking Shortbow, Elixir of Love, Chain Shirt Recharged: Discard Pile: Buried Pile: Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
I'll do my SoT examine, but then wait on the bulk of my turn for the others to post their start.
Scenario 1B: Chicken Run—Act 1 “Undead army you saw would eat all the Crookedtoes for sure. But vulture scouts saw a group of longshanks in shiny armor trapped in a valley on the other side of this hill. If we could get them to come here and escort us, together we might survive and head south to safety.” Velkik grins broadly. “There is tunnel we have not used for years that leads to valley where longshanks are. They probably think they are cornered. You go through tunnel and get longshanks to come back here and save us all, and you become biggest heroes our tribe has ever known.” Firethorn bushes overgrow the tunnel opening. The rocks are covered in a terrifying graffiti: “BEWARE THE BLASTED CHICKEN!” “We be heroes,” you whisper.
SETUP:
LOCATIONS:
Story Banes
DURING THIS SCENARIO:
Spend hero point on skill feat: Dex +1 Weapon 1: 1d1000 ⇒ 320 Seeking Shortbow (Ranged pack)
Would be interested in both loots, especially the crossbow. Will probably replace banished items with the same ones, but will decide after upgrades are in.
Victory! Development:
Scenario Reward (if not replaying):
Deathbane Light Crossbow:
Core Weapon 1 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8. On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead. Magic Leather Armor:
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 6 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Acquired cards:
Tower Shield (Armor 1)
Orison (Blessing 0)
Gem of Mental Acuity (Item 1)
Seeking Shortbow (Weapon 1)
To the discussion page!
Will Banish Balmberry to heal Pizazz a card. "Crimsi not quite ready to fight ghosties, but we be heroes!" Start turn. Hour is Prayer, no effect. Examine card 1: Thieves' Tools. Explore.
Discard Benefaction to explore card 2: Cat. Location adds d6.
Discard cat to explore. Card 3: Ghoul. Another undead, but no magic requirement! Shoot with bow, hit it with acid flask. Power adds d4.
End turn. Skip zompig.
Reset hand, drawing 2. Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Dog, Heavy Crossbow, Elixir of Love, Heavy Shield, Guide, Archer, Sands of the Hour, Longbow Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
Ezren gets to draw 2 items and keep 1 upon closing the Storehouse.
Luckstone:
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Balmberry:
Core Item 0 Traits: Alchemical Plant To Acquire: Wisdom Divine Survival 6 On your turn, bury or banish to heal a local character a card and/or remove a scourge from them. DURING RECOVERY You may succeed at a Divine or Survival 8 check to recharge this card. Reminder, Grazzle is Wounded, and Ezren used one of your blessings. During This Adventure: You gain the Goblin trait in place of any other race trait (Dwarf, Elf, Human, etc.)
Wait, I’m Not a Goblin!:
Every now and then, you have a strange thought that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Seelah. Then you recall you are a goblin, the world needs heroes, and you’re all it’s got. During This Scenario: Setup:
Create the hourglass from 12 blessings. When preparing the story banes, set aside the closing henchman Zompig and display 1 Proxy A for it next to each location. 1. Weapon 2. Spell 3. Armor 4. Item 5. Ally 6. Blessing 7–10. No boon Additional Rules: Zompig (Closing Henchman):
Story Bane Traits: Undead Zombie To Defeat: Combat 8 Immune to Mental and Poison.
Scenario Level (#): 1 Turn: 7, Grazzle/danforth347 Random Cards:
Monsters Spoiler:
Accursed Priest
Core Monster 1 Traits: Cleric Undead To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Spoiler:
Termite Swarm
Core Monster 1 Traits: Swarm Vermin Trigger To Defeat: Combat 10 OR Constitution Fortitude 6 When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage. Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. Spoiler:
Zombie
Core Monster 0 Traits: Undead Zombie To Defeat: Combat 9+## Immune to Mental and Poison. If undefeated, a random character summons and encounters this monster. Spoiler:
Demonling
Core Monster 1 Traits: Demon Outsider To Defeat: Combat 8 OR Arcane Knowledge 6 Immune to Electricity and Poison. Resistant to Attack. Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage. If undefeated, suffer the scourge Poisoned. Spoiler:
Swamp Ooze
Core Monster 1 Traits: Acid Ooze To Defeat: Combat 9 Immune to Cold, Fire, Mental, and Poison. After acting, each local character either recharges an armor or suffers 1 Acid damage. Barriers Spoiler:
Ghastly Runes
Core Barrier 1 Traits: Magic Trap Trigger Veteran To Defeat: Arcane Divine 4+# OR Disable 6+# When examined, encounter this barrier. If you have the Perception skill, the difficulty to defeat is increased by #. If undefeated, move to a random location and suffer the scourge Frightened. Spoiler:
Wounded Wanderer
Core Barrier 1 Traits: Task To Defeat: Wisdom Craft Divine Survival 8 You may bury a Healing boon to defeat this barrier. If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire. Spoiler:
Symbol of Sleep
Core Barrier 1 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 8 If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier. Spoiler:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Weapons Spoiler:
Warhammer
Core Weapon 0 Traits: Hammer Melee To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers. Spoiler:
Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing Sword To Acquire: Strength Acrobatics Melee 7 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. Spoiler:
Longsword
Core Weapon 0 Traits: Melee Sword To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4. Spoiler:
Light Crossbow
Core Weapon 0 Traits: Bow Ranged To Acquire: Dexterity Ranged 4 For your combat check, reveal to use Dexterity or Ranged + 1d8. On a distant combat check, freely discard to add 1d8. Spoiler:
Giantbane Greataxe
Core Weapon 1 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Lightning Touch
Core Spell 0 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 4 For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead. Spoiler:
Fire Bolt
Core Spell 1 Traits: Arcane Magic Attack Fire To Acquire: Intelligence Arcane 8 For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Spoiler:
Deflect
Core Spell 0 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 4 When a local character suffers Combat damage, freely banish to reduce it by 4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead. Spoiler:
Mirror Image
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 Display. While displayed: * When you suffer damage, roll 1d4. On any result other than 1, reduce the damage to 0. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead. Spoiler:
Soothing Word
Core Spell 0 Traits: Arcane Divine Healing Magic To Acquire: Intelligence Arcane 9 OR Wisdom Divine 6 On your turn, banish to heal a local character a card and/or remove a scourge from them. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead. Armors Spoiler:
Hide Armor
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude Survival 3 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 1. * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier. Spoiler:
Light Shield
Core Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude 3 When you suffer Combat damage, freely reveal to reduce it by 1. On your Melee combat check, freely recharge to reroll a d4, d6, or d8. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Chain Shirt
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Spiked Half-plate
Core Armor 1 Traits: Heavy Armor To Acquire: Constitution Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait. Spoiler:
Full Plate
Core Armor 1 Traits: Heavy Armor To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead. Items Spoiler:
Compass
Core Item 0 Traits: Object To Acquire: Wisdom Survival 4 Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter. Discard to explore. Spoiler:
Bracers of Protection
Core Item 0 Traits: Accessory Magic To Acquire: Intelligence Arcane 5 When you suffer Combat damage, freely reveal to reduce it by 1. When you suffer any damage, recharge to reduce it by 1. Spoiler:
Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Spoiler:
Caltrops
Core Item 0 Traits: Object To Acquire: Dexterity Disable 4 When a local character encounters a monster, discard; they evade it. Spoiler:
Spyglass
Core Item 0 Traits: Object To Acquire: Wisdom Perception 6 On your Perception check, reveal to add 1d6. Discard to examine the top 2 cards of your location and return them in any order. Allies Spoiler:
Mouse
Core Ally 0 Traits: Animal To Acquire: Wisdom Stealth Survival 4 On a local Dexterity or Stealth check, recharge to add 1d4. Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead. Spoiler:
Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Spoiler:
Troubadour
Core Ally 0 Traits: Bard Human To Acquire: Charisma Diplomacy 4 On a local Charisma or Diplomacy non-combat check, recharge to add 1d6. Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6. Spoiler:
Soldier
Core Ally 0 Traits: Human Soldier To Acquire: Charisma Diplomacy Melee 4 On a local Strength or Melee check, recharge to add 1d4. Discard to explore. This exploration, on your Strength and Melee checks, add 1d4. Spoiler:
Tinker
Core Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy Disable 6 On a local check to acquire or Craft check, recharge to add 1d4. Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4. Blessings Spoiler:
Nethys's Duality
Core Blessing 1 Traits: Deity: Nethys Divine When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler:
Calistria's Sting
Core Blessing 1 Traits: Deity: Calistria Divine When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Erastil's Eye
Core Blessing 1 Traits: Deity: Erastil Divine When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Hour Power: No effect. Current Hour: Orison:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Hours Remaining: 5 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Pizazz/Zalarian: Spoiler: Hourglass Card 2 Crimsi/eddiephlash: Hourglass Card 1 Pizazz/Zalarian
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 3 Ezren/zeroth_hour: Hourglass Card 2 Crimsi/eddiephlash
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 4 Grazzle/danforth347: Hourglass Card 3 Ezren/zeroth_hour
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: WisdomDivinePerception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 5 Pizazz/Zalarian: Hourglass Card 4 Grazzle/danforth347
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 5 Pizazz/Zalarian
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Location #1: Farm
Farm Card 1 (Ghost): Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Farm Card 2: Pit Trap
Core Barrier 0 Traits: Obstacle Trap To Defeat: Dexterity Acrobatics 6 OR Wisdom Perception 8 If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier. If defeated, you may explore. Farm Card 3: Ingratiating Minion
Core Barrier 1 Traits: Task To Defeat: Charisma Diplomacy Knowledge 7 If undefeated, suffer the scourge Exhausted, then summon and encounter the danger. If defeated, examine the top card of your location; you may ignore effects that trigger when examined. Farm Card 4: Cat
Core Ally 0 Traits: Animal To Acquire: Wisdom Arcane Survival 5 On a local check against a spell, recharge to add 1d4. Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4. Farm Card 5: Thieves' Tools
Core Item 0 Traits: Tool To Acquire: Dexterity Disable 4 On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8. Farm Card 6: Crow
Core Ally 1 Traits: Animal To Acquire: Wisdom Survival 5 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire, add 1d4. Farm Card 7: Ghoul
Core Monster 1 Traits: Ghoul Undead To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Farm Card 8: Seeking Shortbow
Core Weapon 1 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 11 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Farm Card 9:
Tower Shield
Core Armor 1 Traits: Offhand Shield To Acquire: Constitution Fortitude 6 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local combat check, freely discard to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Location #2: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: Farm Zompig's Bounty Cards Not In the Box Card 1: Fox
Core Ally 1 Traits: Animal To Acquire: Wisdom Survival 5 On a local Intelligence or Wisdom check, recharge to add 1d4. Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4. Cards Not In the Box Card 2: Gem of Mental Acuity
Core Item 1 Traits: Magic Object To Acquire: Intelligence Wisdom Charisma 11 On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
"Allip Scary. Going to go find animals to eat and befriend" Start turn, hour is Nethys' Duality: On your check against a spell, add 1d4. Examine random location: 1d3 ⇒ 2: Stable card 1: Elixir of Healing. "There yummy juice!" Move to Stable. Encounter elixer.
Discard Guide to explore card 2: Bodyguard. Banish Elixer of Love.
Discard Bodyguard to explore card 3: Dire Boar. First combat, use Crossbow.
Display Elixir of Energy resistance. Banish Elixir of healing to heal: 1d4 + 1 ⇒ (4) + 1 = 5 cards, back to full. End turn. We're running low, so encounter the Piggy. 2 boons. Reveal bow.
End turn. Reset hand, drawing 1. Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Elixir of Love, Sands of the Hour, Longbow, Bodyguard, Guide, Archer, Prayer, Heavy Shield, Dog, Heavy Crossbow Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
Start turn, hour is Prayer. "What Crimsi see!?" Start of turn, examine a random location. I'll probably do this every turn.
"Farm look haunted. Us Gobs stay here." Display Chain shirt. Explore storehouse card 1:
Heavy Shield:
Core Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude 4 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Con 4: 1d6 ⇒ 5 Acquired. "What Crimsi need shield for? Maybe make good plate!" Discard Archer to explore card 2: Magic Chain Shirt.
"These chains too heavy." Discard Benefation to explore card 3: Dogslicer.
End turn. Choose to not fight a zompig.
Reset hand, discarding heavy shield and drawing Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Prayer, Dog, Blaststone, Sands of the Hour, Heavy Crossbow, Longbow Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
Crimsi will start at the storehouse (for that lovely +1 hand size). "Crimsi good at finding things
Crimsi wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Sands of the Hour, Balmberry, Dog, Guide, Heavy Crossbow, Elixer of Energy Resistance, Blaststone, Prayer, Longbow Recharged: Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4 Ranged: Dexterity + 1 Constitution d6 ☐ +1 Intelligence d6 ☐ +1 ☐ +2 ☐ +3 Craft: Intelligence + 3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Survival: Wisdom + 2 Charisma d6 ☐ +1 ☐ +2 Favored Card: Bow Weapon
Jem has not participated in any online campaigns. |