Kess

Kess - Gimry's page

255 posts. Alias of Gimry.


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Fortitude 23: 1d8 + 6 + 1d4 + 6 + 1d8 ⇒ (3) + 6 + (2) + 6 + (2) = 19

Roll Details:

Fortitude - 1d8+6
Brawlers Aid - 1d4+6
Blessed - 1d8

Spend a Mythic Charge (4 Left) to Activate the Champions to give Fort=Con+5
Recharge Phantom for Brawlers Aid
Discard Green Faith to bless

Hero Point that!
Fortitude 23: 1d8 + 6 + 1d4 + 6 + 1d8 ⇒ (3) + 6 + (1) + 6 + (1) = 17

Womp Womp

discard pile, hand, and deck.
Mythic Loss: 1d4 + 1 ⇒ (3) + 1 = 4 (4 Lost - 0 Remaining)
Discard Loss: 1d4 + 1 ⇒ (4) + 1 = 5 (Entire Discard)
Hand Loss: 1d4 + 1 ⇒ (1) + 1 = 2 Mandu and Gecks
Deck Loss: 1d4 + 1 ⇒ (1) + 1 = 2 Triceratops and Amulet

Combat 60 (50+10): 1d10 + 7 + 1d12 + 1d4 + 5 + 2d6 + 1d12 + 1d12 + 2d6 ⇒ (1) + 7 + (4) + (2) + 5 + (4, 6) + (11) + (7) + (1, 2) = 50

Roll Details:

Combat(Melee) - 1d10+7
Brawlers Might - 1d12
Brawlers Aid - 1d4+5
Amulet of Furious Fists - 2d6
Double Blessed - 1d10+1d10
Summon Hellhounds - 2d6

Hero Point that
Combat 60 (50+10): 1d10 + 7 + 1d12 + 1d4 + 5 + 2d6 + 1d12 + 1d12 + 2d6 ⇒ (6) + 7 + (12) + (3) + 5 + (5, 5) + (12) + (6) + (4, 6) = 71

First Combat done and I'm spent, but Shardra has to discard 1 card from a 6 on a d6


========================
Kess starts her turn.
Hour: Blessing of the Starsong
Hour Power:No effect.
Location: Canyon
Location Power:When you encounter a non-henchman, non-villain monster, each other character at this location encounters that monster.
Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Deskari (proxy for Pazuzu) into its deck.
  • To win the scenario, defeat and corner Pazuzu."

    Alderpash's Ghoul:

    WotR
    Monster 5
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 23
    Alderpash's Ghoul is immune to the Mental and Poison trait.
    Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
    If undefeated, end your turn.

    Banish Cloud Puff to ignore the BYA

    Combat 23: 1d10 + 7 + 1d12 + 2d6 + 1d4 + 5 ⇒ (4) + 7 + (1) + (5, 5) + (1) + 5 = 28

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Amulet of Furious Fists - 2d6
    Gecks (Fire Gecko) - 1d4
    Mythic Marshall (Str) - 5

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Topaz of Strength). Deck shuffled.

    Discard Kaa to explore again

    Drake Rider:

    WotR
    Monster 3
    Traits:
    Outsider
    Demon
    Fighter
    AND
    Dragon
    To Defeat:
    (Dragon)
    Combat 21
    THEN (Rider)
    Combat 23
    The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
    If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

    Combat 21: 1d10 + 7 + 1d12 + 2d6 + 1d4 + 5 ⇒ (9) + 7 + (1) + (1, 5) + (3) + 5 = 31

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Amulet of Furious Fists - 2d6
    Gecks (Fire Gecko) - 1d4
    Mythic Marshall (Str) - 5

    Combat 23: 1d10 + 7 + 1d12 + 2d6 + 1d4 + 5 ⇒ (10) + 7 + (1) + (3, 5) + (2) + 5 = 33

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Amulet of Furious Fists - 2d6
    Gecks (Fire Gecko) - 1d4
    Mythic Marshall (Str) - 5

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Blessing of the Green Faith). Deck shuffled.

    Discard Smokey to explore again

    Stalker's Crossbow:

    WotR
    Weapon 4
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 11
    If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.

    Auto Fail that

    "Kess ends her turn.
    Kess attempts to recover all cards in her Recovery pile.
    Cloud Puff: Craft 4: 1d4 ⇒ 2 -> Cloud Puff Banished.
    Kess resets her hand."

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Amulet of Furious Fists, Bulwinkle (Moose), Phantom (Shadowcat), Gecks (Fire Gecko), Blessing of the Green Faith, Blessing of Gorum (2),

    Displayed: Magic Chain Mail,
    Deck: 10 Discard: 3 Buried: 1
    Current Location: Canyon
    Hero Points: 9
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6CD: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pious Healer, Bearskin Armor, Mendevian Crusader, Shaman, Blessing of the Green Faith (2), Topaz of Strength, Iron Knuckles, Blessing of Gozreh, Baby Triceratops
    Recharged: Ursine Rageskin,
    Discard Pile: Blessing of Gorum, Kaa (Reed Moccasin), Smokey (Bear),
    Buried Pile: Councilor's Ring,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)
    ☑ Ranged (Dexterity + 5)

    "


  • ========================
    Kess starts her turn.
    Hour: Blessing of the Starsong
    Hour Power:No effect.
    Location: Canyon
    Location Power:When you encounter a non-henchman, non-villain monster, each other character at this location encounters that monster.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Deskari (proxy for Pazuzu) into its deck.
  • To win the scenario, defeat and corner Pazuzu.

    Move to Eagle Rock

    Demonic Fly:

    WotR
    Monster 1
    Traits:
    Vermin
    Demon
    To Defeat:
    Combat 13
    The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
    If defeated, each character at your location is dealt 1 Acid damage.
    If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

    Combat 13: 1d10 + 7 + 1d12 + 2d6 + 5 ⇒ (10) + 7 + (11) + (6, 6) + 5 = 45

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Amulet of Furious Fists - 2d6
    Mythic Marshall (Str) - 5

    Discard Topaz of Strength for AYA damage
    Defeating a monster lets me heal a card
    Kess is healed for 1: (Mendevian Crusader). Deck shuffled.

    "

    Kess wrote:

    Hand: Ursine Rageskin, Amulet of Furious Fists, Cloud Puff, Smokey (Bear), Kaa (Reed Moccasin), Gecks (Fire Gecko), Blessing of Gorum (2),

    Displayed: Magic Chain Mail,
    Deck: 11 Discard: 3 Buried: 1
    Current Location: Canyon
    Hero Points: 9
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6CD: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shaman, Iron Knuckles, Bearskin Armor, Blessing of Gozreh, Phantom (Shadowcat), Bulwinkle (Moose), Mendevian Crusader, Baby Triceratops, Blessing of the Green Faith (2), Crocodile Skin Madu, Pious Healer
    Recharged:
    Discard Pile: Blessing of the Green Faith, Blessing of Gorum, Topaz of Strength,
    Buried Pile: Councilor's Ring,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)
    ☑ Ranged (Dexterity + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Celestial Beacon CLOSED
    Shardra - Gate of the Worldwound 1-9 remain // (Worldwound is on non-Abyssal side) | 2=Insane Bythos
    Cognsap - Watchtower CLOSED
    Seoni - Paradise Hill CLOSED
    Canyon 1-5 remain // 1=Abyssal Shortcut; 2=Corrupted Soldier;
    Kess - Eagle Rock 2-10 remain"


  • Auto Fail one of the checks and take the Combat 50

    Combat 50: 1d10 + 7 + 1d20 + 1d4 + 4 + 2d6 + 1d4 + 1d12 + 1d12 + 6 ⇒ (4) + 7 + (10) + (3) + 4 + (4, 6) + (2) + (11) + (2) + 6 = 59

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+4
    Amulet of Furious Fists - 2d6
    Crocodile Skin Madu - 1d4
    Double Blessed - 1d12+1d12
    Mythic Marshall (Str) - 5

    Use Mythic Charge
    Recharge Smokey for Brawlers Aid
    Discard Gorum to double bless


    ========================
    Kess starts her turn.
    Hour: Blessing of Pulura
    Hour Power:No effect.
    Location: Canyon
    Location Power:When you encounter a non-henchman, non-villain monster, each other character at this location encounters that monster.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Deskari (proxy for Pazuzu) into its deck.
  • To win the scenario, defeat and corner Pazuzu.

    Black Flame Vrolikai:

    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    Mythic
    To Defeat:
    Combat 25
    The Black Flame Vrolikai may not be evaded and is immune to the Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
    Before the encounter, roll 1d4; on a 1, bury your role card.
    If undefeated, bury your role card.

    Ignore BYA Arcane
    BYA: 1d4 ⇒ 4
    Keep my Role Card

    Combat 25: 1d10 + 7 + 1d20 + 2d6 + 6 ⇒ (7) + 7 + (12) + (4, 1) + 6 = 37

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Amulet of Furious Fists - 2d6
    Mythic Marshall (Str) - 6

    Spend a Mythic Charge
    Gain a Mythinc Charge for defeating Mythic

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Kaa (Reed Moccasin)). Deck shuffled.

    Discard Green Faith to explore again

    Death of Righteousness:

    WotR
    Barrier 2
    Traits:
    Trap
    Mental
    Magic
    To Defeat:
    Wisdom 12
    OR Knowledge 10
    Each character at your location encounters this barrier.
    If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
    After you act, banish this barrier.

    Knowledge 10: 1d4 + 1d20 ⇒ (2) + (14) = 16

    Roll Details:

    Knowledge - 1d4
    Councilor's Ring - 1d20

    Bury Councilors Ring

    "

    Kess wrote:

    Hand: Ursine Rageskin, Crocodile Skin Madu, Amulet of Furious Fists, Topaz of Strength, Cloud Puff, Smokey (Bear), Blessing of Gorum,

    Displayed: Magic Chain Mail,
    Deck: 12 Discard: 2 Buried: 1
    Current Location: Canyon
    Hero Points: 9
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6CD: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Kaa (Reed Moccasin), Gecks (Fire Gecko), Iron Knuckles, Blessing of Gorum (2), Bearskin Armor, Blessing of the Green Faith (2), Bulwinkle (Moose), Baby Triceratops, Blessing of Gozreh, Pious Healer, Shaman, Phantom (Shadowcat)
    Recharged:
    Discard Pile: Mendevian Crusader, Blessing of the Green Faith,
    Buried Pile: Councilor's Ring,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)
    ☑ Ranged (Dexterity + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Celestial Beacon CLOSED
    Gate of the Worldwound 1-10 remain // (Worldwound is on Abyssal side) | 1=Telekinesis Trap
    Cognsap, Shardra - Watchtower 1-3 remain
    Seoni - Paradise Hill 1-6 remain
    Kess - Canyon 3-7 remain"


  • ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Canyon
    Location Power:When you encounter a non-henchman, non-villain monster, each other character at this location encounters that monster.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • At the end of a turn, if Gate of the Worldwound is temporarily closed, summon and build the location Eagle Rock and shuffle the villain Deskari (proxy for Pazuzu) into its deck.
  • To win the scenario, defeat and corner Pazuzu.

    Mendevian Crusader:

    WotR
    Ally B
    Traits:
    Human
    Soldier
    To Acquire:
    Divine 9
    OR Charisma
    Diplomacy 6
    Discard this card to reduce damage dealt before you act to a character at your location to 0.
    Discard this card to explore your location. During this exploration, add 1 to your combat checks.

    Diplo 6 is an auto

    Discard Crusader to explore

    Elder Fire Demon:

    WotR
    Monster 6
    Traits:
    Outsider
    Demon
    Aristocrat
    Mythic
    To Defeat:
    Combat 33
    The Elder Fire Demon is immune to the Electricity, Fire, and Poison traits. All damage dealt by the Fire Demon is Fire damage. If you succeed at an Intelligence or Knowledge 18 check, add 10 to your check to defeat it.
    If undefeated, expend 1d4 mythic charges.
    If defeated, each character at your location rolls 1d20; if a character rolls a number less than or equal to her hand size, she discards her hand.

    Combat 33: 1d10 + 7 + 1d20 + 2d6 + 6 + 1d12 + 1d12 ⇒ (5) + 7 + (2) + (5, 4) + 6 + (10) + (11) = 50

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d20
    Amulet of Furious Fists - 2d6
    Mythic Marshall (Str) 6
    Double Blessed - 1d12+1d12

    Spend a Mythic Charge
    Use Gorum to bless
    Defeating a monster lets me heal a card
    Kess is healed for 1: (Blessing of Gorum). Deck shuffled.
    Bane has Mythic, so get the charge back

    Discard Kaa to explore again

    Traitor's Blade:

    WotR
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Corrupted
    To Acquire:
    Dexterity
    Ranged 13
    If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
    When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

    Auto Fail this

    "

    Kess wrote:

    Hand: Ursine Rageskin, Amulet of Furious Fists, Topaz of Strength, Councilor's Ring, Cloud Puff, Smokey (Bear), Blessing of the Green Faith,

    Displayed: Magic Chain Mail,
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Canyon
    Hero Points: 9
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6CD: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum (2), Bulwinkle (Moose), Bearskin Armor, Gecks (Fire Gecko), Blessing of the Green Faith (2), Iron Knuckles, Baby Triceratops, Blessing of Gozreh, Crocodile Skin Madu, Shaman, Pious Healer, Phantom (Shadowcat), Blessing of Gorum
    Recharged:
    Discard Pile: Mendevian Crusader, Kaa (Reed Moccasin),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)
    ☑ Ranged (Dexterity + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Celestial Beacon CLOSED
    Gate of the Worldwound 1-10 remain // (Worldwound is on Abyssal side) | 1=Telekinesis Trap
    Cognsap, Shardra - Watchtower 1-10 remain // (Summon Hellhounds displayed here) | 1=Filth Demon
    Seoni - Paradise Hill 3-10 remain
    Kess - Canyon 4-10 remain"


  • Start at the Canyon

    "

    Kess wrote:

    Hand: Ursine Rageskin, Amulet of Furious Fists, Topaz of Strength, Smokey (Bear), Kaa (Reed Moccasin), Blessing of Gorum,

    Displayed: Magic Chain Mail,
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Canyon
    Hero Points: 9
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6CD: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bulwinkle (Moose), Blessing of the Green Faith, Iron Knuckles, Bearskin Armor, Blessing of Gorum (2), Councilor's Ring, Phantom (Shadowcat), Baby Triceratops, Crocodile Skin Madu, Shaman, Gecks (Fire Gecko), Blessing of the Green Faith (2), Blessing of Gozreh, Pious Healer, Cloud Puff
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)
    ☑ Ranged (Dexterity + 5)

    "


    Hero Points
    Card Feat: Blessing
    Bank 2 Hero Points: 9 left

    Card Upgrades
    Pass


    ========================
    Kess starts her turn.
    Hour: Blessing of Deskari
    Hour Power:No effect.
    Location: The Rasping Rifts
    Location Power:Henchmen gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.

    Spiny Shield:

    WotR
    Armor 2
    Traits:
    Shield
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Fortitude 8: 1d8 + 2 ⇒ (5) + 2 = 7

    Roll Details:

    Fortitude - 1d8+2

    Discard Kaa to examine/explore

    Demon Eater:

    WotR
    Monster 3
    Traits:
    Outsider
    To Defeat:
    Combat 21
    Armors may not be played during this encounter.
    If undefeated, bury 1d4+1 random cards from your discard pile.

    Combat 21: 1d10 + 7 + 1d12 + 1d4 + 1d6 + 1d4 ⇒ (1) + 7 + (12) + (3) + (5) + (4) = 32

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Gecks (Fire Gecko) - 1d4
    Kaa (Reed Moccasin) - 1d6
    Iron Knuckles - 1d4

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Pit Gladiator). Deck shuffled.

    Bury Rageskin to explore again

    Planar Crossbow +2:

    WotR
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

    Auto Fail this

    "

    Kess wrote:

    Hand: Amulet of Furious Fists, Iron Knuckles, Cloud Puff, Topaz of Strength, Gecks (Fire Gecko), Pit Gladiator, Blessing of Gorum,

    Displayed: Magic Chain Mail,
    Deck: 11 Discard: 2 Buried: 2
    Current Location: The Rasping Rifts
    Hero Points: 7
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6CD: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith (2), Bulwinkle (Moose), Smokey (Bear), Crocodile Skin Madu, Councilor's Ring, Pious Healer, Baby Triceratops, Phantom (Shadowcat), Blessing of Gozreh, Demon Hunter, Shaman
    Recharged:
    Discard Pile: Blessing of the Green Faith, Kaa (Reed Moccasin),
    Buried Pile: Bearskin Armor, Ursine Rageskin,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)
    ☑ Ranged (Dexterity + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5
    Fire Shield is displayed by Shardra
    Glimmer of Hope:

    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
    is displayed next to the scenario

    Notes for Cogsnap: Cogsnap gets yet another Favored of Deskari :P

    Gate of the Worldwound 1-4 remain // 1=Mist Horror; 2=Boar Demon; (Worldwound is on non-Abyssal side)
    Seoni, Kess, Cognsap, Shardra - The Rasping Rifts 4-6 remain"


  • ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: The Rasping Rifts
    Location Power:Henchmen gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.

    Rift Demon:

    None
    Henchman 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    The Rift Demon may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, a random character summons and encounters this adventure’s servitor demon.
    If the check to defeat does not have the Attack or Ranged trait, its difficulty is increased by 30.
    While you act, characters at other locations cannot play cards; when a character at your location plays a card, he recharges a card

    K,Sh,Se,Co: 1d4 ⇒ 4

    Cogsnap takes the servitor demon

    Combat 60(30+30): 1d20 + 7 + 1d20 + 1d4 + 6 + 1d20 + 1d4 + 1d20 + 6 ⇒ (3) + 7 + (8) + (1) + 6 + (18) + (1) + (11) + 6 = 61

    Roll Details:

    Combat(Melee) - 1d20+7 (1d10+7)
    Brawlers Might - 1d20 (1d12)
    Brawlers Aid - 1d20+6 (1d4+6)
    Iron Knuckles - 1d4
    Gecks (Fire Gecko) - 1d4
    Blessed - 1d20 (1d10)
    Mythic Marshall (Str) - 6

    Recharge Baby Triceratops for Brawlers Aid
    Use Shardra's Nethys

    Burn 4 Mythic Charges, gain 1 and give Cogsnap 1 back
    Defeating a monster lets me heal a card
    Kess is healed for 1: (Blessing of the Green Faith (2)). Deck shuffled.

    Discard Bulwinkle to explore again

    Cultist of Deskari:

    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 22(10+6+6): 1d10 + 7 + 1d12 + 1d4 + 1d4 + 3 ⇒ (2) + 7 + (12) + (3) + (3) + 3 = 30

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Iron Knuckles - 1d4
    Gecks (Fire Gecko) - 1d4
    Mythic Marshall (Str) - 3

    Gain a Mythic charge
    Defeating a monster lets me heal a card
    Kess is healed for 1: (Bulwinkle (Moose)). Deck shuffled.

    Discard Phantom to explore

    Cultist of Deskari:

    WotR
    Henchman 1
    Type: Monster
    Traits:
    Human
    Cleric
    Cultist
    Veteran
    To Defeat:
    Combat 10
    The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
    If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Combat 22(10+6+6): 1d10 + 7 + 1d12 + 1d4 + 1d4 + 4 ⇒ (2) + 7 + (4) + (3) + (1) + 4 = 21

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Iron Knuckles - 1d4
    Gecks (Fire Gecko) - 1d4
    Mythic Marshall (Str) - 4

    Paizo Reroll the d10
    Combat 22(10+6+6): 1d10 + 7 + 4 + 3 + 1 + 4 ⇒ (9) + 7 + 4 + 3 + 1 + 4 = 28
    Gain a Mythic charge
    Defeating a monster lets me heal a card
    Kess is healed for 1: (Phantom (Shadowcat)). Deck shuffled.

    "

    Kess wrote:

    Hand: Ursine Rageskin, Iron Knuckles, Cloud Puff, Kaa (Reed Moccasin), Gecks (Fire Gecko), Blessing of the Green Faith, Blessing of Gorum,

    Displayed: Magic Chain Mail,
    Deck: 13 Discard: 1 Buried: 1
    Current Location: The Rasping Rifts
    Hero Points: 7
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6CD: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Phantom (Shadowcat), Crocodile Skin Madu, Topaz of Strength, Amulet of Furious Fists, Blessing of Gozreh, Councilor's Ring, Bulwinkle (Moose), Smokey (Bear), Baby Triceratops, Shaman, Demon Hunter, Blessing of the Green Faith (2), Pious Healer
    Recharged:
    Discard Pile: Pit Gladiator,
    Buried Pile: Bearskin Armor,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)
    ☑ Ranged (Dexterity + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Glimmer of Hope:

    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
    is displayed next to the scenario

    Notes for Shardra: Used Blessing of Nethys
    Cogsnap takes the servitor demon

    Shardra - Gate of the Worldwound 1-4 remain // (Worldwound is on non-Abyssal side)
    Seoni, Kess, Cognsap - The Rasping Rifts 4-16 remain"


  • Fix d1
    d10: 1d10 ⇒ 4
    Still fails


    ========================
    Kess starts her turn.
    Hour: Blessing of Nethys
    Hour Power:No effect.
    Location: The Rasping Rifts
    Location Power:Henchmen gain the Mythic trait and may not be evaded. When you defeat a henchman, do not attempt to close this location.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • After building the blessings deck, deal 18 of its blessings into a stack and display the villain Deskari next to them. At the end of a character’s move step, that character may summon and encounter Deskari. If any check to defeat Deskari is successful, Deskari is defeated and the encounter immediately ends; shuffle 6 of the blessings from the stack into the blessings deck.

    Steal Soul:

    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 10
    When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

    Wisdom(Strength Die) 10: 1d1 + 1d10 ⇒ (1) + (4) = 5

    Roll Details:

    Strength - 1d10
    Blessed - 1d10

    Use Green Faith to bless
    Recharge Topaz of Strength to use Strength for Wisdom

    Use Pit Gladiator to explore

    Glimmer of Hope:

    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

    Display Next to scenario, this will banish Compelling Offer

    "

    Kess wrote:

    Hand: Iron Knuckles, Cloud Puff, Phantom (Shadowcat), Gecks (Fire Gecko), Bulwinkle (Moose), Baby Triceratops,

    Displayed: Magic Chain Mail,
    Deck: 13 Discard: 2 Buried: 1
    Current Location: The Rasping Rifts
    Hero Points: 7
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6CD: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ursine Rageskin, Councilor's Ring, Amulet of Furious Fists, Pious Healer, Blessing of the Green Faith, Kaa (Reed Moccasin), Blessing of Gozreh, Demon Hunter, Crocodile Skin Madu, Smokey (Bear), Blessing of Gorum, Shaman
    Recharged: Topaz of Strength,
    Discard Pile: Blessing of the Green Faith (2), Pit Gladiator,
    Buried Pile: Bearskin Armor,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)
    ☑ Ranged (Dexterity + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Glimmer of Hope:

    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.
    is displayed next to the scenario
    Shardra - Gate of the Worldwound 1-8 remain // 1=Charm Monster; 2=Ebon Thorn (Worldwound is now on non-Abyssal side)
    Seoni, Kess, Cognsap - The Rasping Rifts 3-21 remain"


  • Auto Fail Wis 9 on Cogs Locust. Discard top of deck

    Demonic Cyclops:

    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    Giant
    To Defeat:
    Combat 28
    The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
    Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.
    They say a cyclops's eye can see the future_ This one obviously didn't like what it saw_

    BYA - Bury Bearskin Armor, recharge Green Faith

    Combat 28: 1d10 + 7 + 1d12 + 1d4 + 1d4 + 2d6 + 6 ⇒ (7) + 7 + (5) + (2) + (3) + (5, 3) + 6 = 38

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Iron Knuckles - 1d4
    Gecks (Fire Gecko) - 1d4
    Summon Hellhounds - 2d6
    Mythic Marshall (Str) - 6

    No 6 for Shardra

    Defeating a monster lets me heal a card
    Kess has all cards in her discard pile healed: (Ursine Rageskin). Deck shuffled.


    Fiendish Tree:

    WOTR-B henchman (monster)
    PlantDemonVeteran
    Check to defeat
    Combat
    13
    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
    Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
    After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

    BYA - Recharge Crocodile Skin for damage

    Combat 25(13+6+6): 1d10 + 7 + 1d12 + 2d6 + 1d8 + 6 ⇒ (4) + 7 + (10) + (4, 5) + (1) + 6 = 37

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Summon Hellhounds - 2d6
    Fire Damage - 1d8
    Mythic Marshall (Str) - 6

    No 6

    AYA - Discard Phantom for AYA damage

    Defeating a monster lets me heal a card
    Kess has all cards in her discard pile healed: (Phantom (Shadowcat)). Deck shuffled.

    Pit Gladiator:

    WotR
    Ally 4
    Traits:
    Human
    Warrior
    To Acquire:
    Strength
    Melee 12
    THEN Charisma
    Diplomacy 12
    Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
    Discard this card to draw all the weapons from your discard pile, then explore your location.

    Strength 12: 1d10 + 4 + 6 ⇒ (6) + 4 + 6 = 16

    Roll Details:

    Strength - 1d10+4
    Mythic Marshall (Str) - 6

    Charisma 12: 1d8 + 2 + 1d4 + 6 ⇒ (4) + 2 + (1) + 6 = 13

    Roll Details:

    Charisma - 1d8+2
    Iron Knuckles - 1d4
    Mythic Marshal (Cha) - 6


    Start at Rasping Rifts

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Iron Knuckles, Cloud Puff, Topaz of Strength, Phantom (Shadowcat), Gecks (Fire Gecko), Blessing of the Green Faith (2),

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: The Rasping Rifts
    Hero Points: 7
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6E: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bulwinkle (Moose), Amulet of Furious Fists, Shaman, Councilor's Ring, Ursine Rageskin, Baby Triceratops, Bearskin Armor, Magic Chain Mail, Smokey (Bear), Kaa (Reed Moccasin), Blessing of Gozreh, Demon Hunter, Blessing of the Green Faith, Blessing of Gorum, Pious Healer
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)
    ☑ Ranged (Dexterity + 5)

    "


    Scenario Reward
    Choose Ally.

    Champion
    Ranged - Dex +5

    Hero Point
    Saved - 7 Remaining

    Upgrade
    Ally


    Combat 40: 1d10 + 7 + 1d12 + 5 + 1d4 + 1d4 + 5 + 1d6 + 6 ⇒ (9) + 7 + (1) + 5 + (3) + (3) + 5 + (1) + 6 = 40

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Ursine Rageskin - 5
    Gecks (Fire Gecko) - 1d4
    Brawlers Aid - 1d4+5
    Righteous Medal of Valor: Strength - 1d6
    Mythic Marshall (Str) - 6

    Recharge Moose for Brawler's Aid


    ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Torture Chamber
    Location Power:Combat or Fire damage dealt to you is increased by 1d4.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
  • When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.

    Demon Hunter:

    WotR
    Ally B
    Traits:
    Human
    Ranger
    To Acquire:
    Melee
    Ranged 7
    OR Charisma
    Diplomacy 6
    Discard this card to add 1d6 to your check against a bane that has the Demon trait.
    Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

    BYA Encounter

    Shadow Demon:

    Henchman
    Type: Monster
    Traits: Outsider Demon Incorporeal Servitor
    To Defeat: Combat 20
    The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
    "Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia

    Combat 20: 1d10 + 7 + 1d12 + 3 + 1d4 + 6 ⇒ (7) + 7 + (9) + 3 + (2) + 6 = 34

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Ursine Rageskin - 3
    Gecks (Fire Gecko) - 1d4
    Mythic Marshall (Str) - 6

    Defeating a monster lets me heal a card
    Kess has all cards in her discard pile healed: (Blessing of Gorum). Deck shuffled.

    Diplomacy 6: 1d8 + 3 + 6 ⇒ (4) + 3 + 6 = 13

    Roll Details:

    Diplomacy - 1d8+3
    Mythic Marshal (Cha) - 6

    Discard Demon Hunter to explore again

    Compelling Offer:

    WotR
    Barrier 3
    Traits:
    Temptation
    To Defeat:
    None 0
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

    Display next to scenario

    "

    Kess wrote:

    Hand: Ursine Rageskin, Councilor's Ring, Smokey (Bear), Gecks (Fire Gecko), Thylacine, Kaa (Reed Moccasin), Bulwinkle (Moose),

    Displayed: Bearskin Armor,
    Deck: 13 Discard: 1 Buried: 0
    Current Location: Torture Chamber
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6CD: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Chain Mail, Blessing of the Green Faith, Blessing of Gorum, Amulet of Furious Fists, Crocodile Skin Madu, Blessing of Gozreh, Iron Knuckles, Cloud Puff, Phantom (Shadowcat), Topaz of Strength, Blessing of the Green Faith (2), Shaman, Baby Triceratops
    Recharged:
    Discard Pile: Demon Hunter,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Seoni - Locust Shrine 1-4 remain
    Prison Vault CLOSED
    Kess - Torture Chamber 3-7 remain
    Cathedral of Chaos CLOSED
    Abattoir 1-6 remain // 1=Areelu Vorlesh (villain!)
    Shardra, Cognsap - Occult Library CLOSED"


  • Wand of Enervation: 2d4 ⇒ (2, 4) = 6

    Combat 34 (40-6): 1d10 + 7 + 1d12 + 1d4 + 5 + 4 + 1d4 + 6 + 1d4 ⇒ (2) + 7 + (7) + (2) + 5 + 4 + (1) + 6 + (2) = 36

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+5
    Ursine Rageskin - 4
    Gecks (Fire Gecko) - 1d4
    Mythic Marshall (Str) - 6
    Crocodile Skin Madu - 1d4

    Use Seonis Wand of Enervation


    ========================
    Kess starts her turn.
    Hour: Blessing of Abraxas
    Hour Power:No effect.
    Location: Torture Chamber
    Location Power:Combat or Fire damage dealt to you is increased by 1d4.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
  • When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.

    Wolf:

    WotR
    Ally 2
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 8
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.

    Auto Fail this

    Discard Kaa to examine/explore

    Worm Demon:

    WotR
    Monster B
    Traits:
    Outsider
    Undead
    Demon
    To Defeat:
    Combat 10
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.
    Worn demons inhabit and control the corpses of dead humanoids_

    Don't bother summoning Ivory Templar

    Combat 20(10+10): 1d10 + 7 + 1d12 + 1d4 + 6 + 3 + 1d6 + 6 ⇒ (1) + 7 + (3) + (4) + 6 + 3 + (4) + 6 = 34

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+6
    Ursine Rageskin - 3
    Kaa (Reed Moccasin) - 1d6
    Mythic Marshall (Str) - 6

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Kaa (Reed Moccasin)). Deck shuffled.

    "

    Kess wrote:

    Hand: Ursine Rageskin, Crocodile Skin Madu, Smokey (Bear), Gecks (Fire Gecko), Thylacine, Bulwinkle (Moose), Councilor's Ring,

    Displayed: Bearskin Armor,
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Torture Chamber
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6CD: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Chain Mail, Blessing of Gozreh, Iron Knuckles, Topaz of Strength, Blessing of the Green Faith (2), Shaman, Cloud Puff, Kaa (Reed Moccasin), Amulet of Furious Fists, Phantom (Shadowcat), Baby Triceratops, Blessing of the Green Faith
    Recharged:
    Discard Pile: Blessing of Gorum,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Seoni - Locust Shrine 1-5 remain
    Prison Vault CLOSED
    Kess - Torture Chamber 3-9 remain
    Cogsnap, Shardra - Cathedral of Chaos CLOSED
    Abattoir 1-6 remain // 1=Areelu Vorlesh (villain!)
    Occult Library 1-7 remain // 1=Horned Demon"


  • OFF-TURN ACTIONS:
    Auto Fail the Acro check, so move to Prison Vault

    ========================
    Kess starts her turn.
    Hour: Blessing of Baphomet
    Hour Power:No effect.
    Location: Torture Chamber
    Location Power:Combat or Fire damage dealt to you is increased by 1d4.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • When you encounter a bane that is not summoned, before you act, you may summon and encounter the henchman Ivory Templar. If you do not summon and defeat the Ivory Templar, the difficulty of your checks to defeat the bane is increased by 10.
  • When you encounter a boon, before you act, you may summon and encounter the henchman Shadow Demon. If you do not summon and defeat the Shadow Demon, the difficulty of your checks to acquire the boon is increased by 5.

    Move back to Torture Chamber

    Expeditious Chain Mail:

    WotR
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Acrobatics 9
    Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Auto Fail this

    "

    Kess wrote:

    Hand: Bearskin Armor, Ursine Rageskin, Kaa (Reed Moccasin), Gecks (Fire Gecko), Thylacine, Baby Triceratops, Blessing of Gorum,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Torture Chamber
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6CD: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Councilor's Ring, Shaman, Smokey (Bear), Amulet of Furious Fists, Topaz of Strength, Blessing of the Green Faith, Cloud Puff, Phantom (Shadowcat), Bulwinkle (Moose), Magic Chain Mail, Iron Knuckles, Blessing of the Green Faith (2), Crocodile Skin Madu, Blessing of Gozreh
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Locust Shrine 1-10 remain
    Cogsnap - Prison Vault CLOSED
    Kess - Torture Chamber 2-10 remain // 2=Wolf
    Cathedral of Chaos 1-10 remain
    Abattoir 1-10 remain
    Seoni, Shardra - Occult Library 4-10 remain"


  • Start at Torture Chamber

    "

    Kess wrote:

    Hand: Bearskin Armor, Ursine Rageskin, Kaa (Reed Moccasin), Gecks (Fire Gecko), Thylacine, Baby Triceratops, Blessing of Gorum,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Torture Chamber
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
  • Blessing of the Green Faith - Recharges to Bless
    Other: Paizo reroll used for scenario 1-6CD: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Smokey (Bear), Cloud Puff, Blessing of the Green Faith, Iron Knuckles, Shaman, Bulwinkle (Moose), Amulet of Furious Fists, Councilor's Ring, Blessing of Gozreh, Phantom (Shadowcat), Crocodile Skin Madu, Magic Chain Mail, Blessing of the Green Faith (2), Topaz of Strength
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    ☑ When you would fail a combat check, you may bury a random card to add 1d8
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev:
    ☑ Arcane (Charisma + 5)
    ☑ Fortitude (Constitution + 5)
    ☑ Knowledge (Intelligence + 5)

    "


    Hero Point
    Power Feat: Bury a card to add d8 to combat check

    Upgrades
    Ally 6

    Rewards
    Knowledge = Int + 5


    Defeating a monster lets me heal a card
    Kess is healed for 1: (Blessing of the Green Faith). Deck shuffled.
    Defeating a Mythic Monster lets be get a Mythic Charge back

    Draw a new spell from Closing location - TBD

    Cogsnap and Seoni draw 2 cards

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Ursine Rageskin, Topaz of Strength, Phantom (Shadowcat), Smokey (Bear), Blessing of the Green Faith, Blessing of Gozreh,

    Displayed: Bearskin Armor,
    Deck: 12 Discard: 3 Buried: 0
    Current Location: Occult Library
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
  • Blessing of the Green Faith - Recharges to Bless
    Other: Paizo reroll used for scenario 1-6B?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Councilor's Ring, Cloud Puff, Gecks (Fire Gecko), Amulet of Furious Fists, Big Eyes (Wolf), Magic Chain Mail, Kaa (Reed Moccasin), Iron Knuckles, Blessing of the Green Faith (2), Thylacine, Shaman, Bulwinkle (Moose)
    Recharged:
    Discard Pile: Blessing of Gorum, Holy Glaive of Speed, Form of the Dragon,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev - Arcane (Charisma + 5)
    Champions of Mendev - Fortitude (Constitution + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Notes for Cogsnap: Needs to do Yracandra BYA
    Draw 2 Cards

    Notes for Seoni: Draw 2 Cards

    Cell CLOSED
    Harvester's Pit CLOSED
    Soul Foundry CLOSED
    Seoni, Kess, Cogsnap - Occult Library CLOSED
    Shardra - Torture Chamber 1-9 remain // 1=Glimmer of Hope; 2= Firadreal (villain!); Blasphemy Demon and Mist Horror are known
    Cavern CLOSED
    Middle of Nowhere"


  • Combat 30: 1d10 + 7 + 1d12 + 1d4 + 6 + 1d4 + 1 + 1d12 + 2 ⇒ (8) + 7 + (7) + (3) + 6 + (2) + 1 + (5) + 2 = 41

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+6
    Crocodile Skin Madu - 1d4
    Ursine Rageskin - 1
    Blessed - 1d12
    Mythic Marshall (Str) - 2

    Reveal Phantom for Ursine Rageskin
    Recharge Phantom for Brawlers Aid
    Discard Green Faith to Bless


    ========================
    Kess starts her turn.
    Hour: Blessing of Sarenrae
    Hour Power:No effect.
    Location: Harvester's Pit
    Location Power:When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.

    Move to Occult Library

    Yracandra:

    None
    Villain 6
    Type: Monster
    Traits:
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat 30
    THEN Combat 30
    Yracandra may not be evaded and is immune to the Electricity and Poison traits.
    Before you act, each character at this location recharges 2 random cards, then must succeed at a Wisdom 14 check or expend 1d4 mythic charges.
    The first time that you fail a check to defeat Yracandra, before you are dealt damage, draw a number of cards equal to your hand size.
    If defeated, each character at this location draws 2 cards.

    Recharge 2 cards: 1d6 + 1d5 ⇒ (3) + (3) = 6

    Auto Fail the Wisdom check
    Mythic Charges Lost: 1d4 ⇒ 4

    Pause here because Seoni and Cogsnap need to do the BYA so we can figure out where we're at cardwise


  • ========================
    Kess starts her turn.
    Hour: Blessing of Xoveron
    Hour Power:No effect.
    Location: Harvester's Pit
    Location Power:When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.

    Move to Soul Foundry, auto fail the Swarmlord's Jar and end turn

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Ursine Rageskin, Amulet of Furious Fists, Topaz of Strength, Phantom (Shadowcat), Blessing of the Green Faith (2), Blessing of the Green Faith,

    Displayed: Bearskin Armor,
    Deck: 13 Discard: 1 Buried: 0
    Current Location: Harvester's Pit
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
  • Blessing of the Green Faith - Recharges to Bless
    Other: Paizo reroll used for scenario 1-6B?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Councilor's Ring, Gecks (Fire Gecko), Cloud Puff, Bulwinkle (Moose), Kaa (Reed Moccasin), Big Eyes (Wolf), Shaman, Blessing of Gozreh, Magic Chain Mail, Iron Knuckles, Smokey (Bear), Holy Glaive of Speed, Thylacine
    Recharged:
    Discard Pile: Blessing of Gorum,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev - Arcane (Charisma + 5)
    Champions of Mendev - Fortitude (Constitution + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Cell CLOSED
    Harvester's Pit CLOSED
    Shardra, Kess, Cogsnap - Soul Foundry 2-4 remain
    Seoni - Occult Library 1-6 remain // 1= Yracandra (villain!) 2=Spirit Blade
    Torture Chamber 1-9 remain // Firadreal (villain!), Blasphemy Demon, and Mist Horror are known
    Cavern CLOSED
    Middle of Nowhere"


  • ========================
    Kess starts her turn.
    Hour: Blessing of Deskari
    Hour Power:No effect.
    Location: Harvester's Pit
    Location Power:When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.

    Swordbreaker:

    WotR
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Veteran
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

    Auto Fail that

    Discard Kaa to examine/explore - Demon Brawl

    Demon Brawl:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Demon
    Outsider
    To Defeat:
    See below
    When you encounter this card, a random character at your location summons and encounters a Vulture Demon, and a random character at your location summons and encounters a Treachery Demon. Choose the order in which these encounters happen. During the first encounter, the difficulty of the checks to defeat is reduced by 1d6; during the second encounter, the difficulty of the checks is increased by 1d10.
    If both summoned monsters are defeated, this barrier is defeated, and you may immediately attempt to close the location this henchman came from. If either monster is not defeated, this barrier is undefeated.

    Treachery Demon:

    Henchman
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 24
    The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand. If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

    First Combat Adjustment: 1d6 ⇒ 1

    Combat 23 (24-1): 1d10 + 7 + 1d12 + 2d6 + 6 ⇒ (2) + 7 + (7) + (3, 2) + 6 = 27

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Amulet of Furious Fists - 2d6
    Mythic Marshall (Str) - 6

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Big Eyes (Wolf)). Deck shuffled.

    Vulture Demon:

    Henchman
    Type: Monster
    Traits: Outsider Demon Servitor
    To Defeat: Combat 19
    The Vulture Demon is immune to the Electricity and Poison traits. Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter. If undefeated, each character at your location is dealt 1d4+1 Electricity damage.

    Second Combat Adjustment: 1d10 ⇒ 8

    Auto Fail the BYA
    Combat 27(19+8): 1d10 + 7 + 1d12 + 1d4 + 5 + 2d6 + 6 ⇒ (1) + 7 + (6) + (1) + 5 + (4, 3) + 6 = 33

    Roll Details:

    [spoiler=Roll Details]
    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+5
    Amulet of Furious Fists - 2d6
    Mythic Marshall (Str) - 6

    Recharge Bulwinkle for Brawlers Aid

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Kaa (Reed Moccasin)). Deck shuffled.

    Attempt to close

    Harvester:

    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 27
    The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8. Damage dealt by the Harvester is dealt to each character at your location. Before you act, each character at another location must succeed at a Strength 12 check or move to your location.

    Combat 27: 1d10 + 7 + 1d12 + 1d12 + 1d12 + 2d6 + 6 ⇒ (1) + 7 + (6) + (12) + (12) + (4, 1) + 6 = 49

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Double Blessed - 1d12+1d12
    Amulet of Furious Fists - 2d6
    Mythic Marshall (Str) - 6

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Blessing of Gozreh). Deck shuffled.

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Ursine Rageskin, Amulet of Furious Fists, Topaz of Strength, Phantom (Shadowcat), Blessing of the Green Faith (2), Blessing of the Green Faith,

    Displayed: Bearskin Armor,
    Deck: 13 Discard: 1 Buried: 0
    Current Location: Harvester's Pit
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.
  • Blessing of the Green Faith - Recharges to Bless
    Other: Paizo reroll used for scenario 1-6B?: N
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Chain Mail, Big Eyes (Wolf), Kaa (Reed Moccasin), Iron Knuckles, Councilor's Ring, Bulwinkle (Moose), Blessing of Gozreh, Gecks (Fire Gecko), Smokey (Bear), Shaman, Holy Glaive of Speed, Thylacine, Cloud Puff
    Recharged:
    Discard Pile: Blessing of Gorum,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev - Arcane (Charisma + 5)
    Champions of Mendev - Fortitude (Constitution + 5)

    "

    Cell CLOSED
    Kess - Harvester's Pit CLOSED
    Shardra - Soul Foundry 6-11 remain
    Cogsnap - Occult Library 1-9 remain // 1=Black Flame Vrolikai
    Seoni - Torture Chamber 1-9 remain // Firadreal (villain!), Blasphemy Demon, and Mist Horror are known
    Cavern 1-9 remain
    Middle of Nowhere"


  • ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Harvester's Pit
    Location Power:When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.

    Gargoyle:

    WotR
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 14
    If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
    This sinister crouching humanoid resembles a horned, winged demon statue_

    Melee 14: 1d10 + 7 + 1d12 + 6 ⇒ (2) + 7 + (12) + 6 = 27

    Roll Details:

    Melee - 1d10+7
    Brawlers Might - 1d12
    Mythic Marshall (Str) - 6

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Phantom (Shadowcat)). Deck shuffled.

    Discard Big Eyes to explore again

    Holy Glaive of Speed:

    WotR
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

    Strength 9 is an auto, so encounter this but auto fail it since we don't need weapons.

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Ursine Rageskin, Amulet of Furious Fists, Topaz of Strength, Kaa (Reed Moccasin), Bulwinkle (Moose), Blessing of Gorum,

    Displayed: Bearskin Armor,
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Harvester's Pit
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Councilor's Ring, Thylacine, Shaman, Blessing of the Green Faith, Phantom (Shadowcat), Iron Knuckles, Cloud Puff, Gecks (Fire Gecko), Magic Chain Mail, Smokey (Bear), Holy Glaive of Speed, Blessing of the Green Faith (2)
    Recharged:
    Discard Pile: Blessing of Gozreh, Big Eyes (Wolf),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev - Arcane (Charisma + 5)
    Champions of Mendev - Fortitude (Constitution + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Cogsnap - Cell 1-8 remain
    Kess, Seoni - Harvester's Pit 3-5 remain
    Soul Foundry 1-11 remain // Mist Horror is added to Soul Foundry and deck is shuffled
    Occult Library 1-9 remain // 1=Black Flame Vrolikai
    Shardra - Torture Chamber 1-8 remain // 1=Firadreal (villain!); 2=Blasphemy Demon
    Cavern 1-9 remain
    Middle of Nowhere"


  • Start At Harvesters Pit

    ========================
    Kess starts her turn.
    Hour: Blessing of Abadar
    Hour Power:No effect.
    Location: Harvester's Pit
    Location Power:When you encounter a boon, before you act, succeed at a Strength 9 check or the boon is evaded.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • After building locations, summon and build the location Middle of Nowhere, then arrange the locations in a circle. If you would move to a location other than the one immediately clockwise, you must succeed at an Intelligence, Knowledge, Wisdom, or Survival 14 check or move to a random location instead.

    Nectar of the Gods:

    WotR
    Item B
    Traits:
    Liquid
    Mythic
    To Acquire:
    Wisdom
    Divine 9
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Strength 9 is an auto, so encounter this, but auto fail it

    Discard Gozreh to explore again

    Fire Shield:

    WotR
    Spell 3
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
    At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

    Strength 9 is an auto, so encounter this, but auto fail it

    Discard Phantom to examine top of location, then explore

    Strength 9 is an auto, so encounter this

    Good Omen:

    WotR
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Intelligence 6: 1d6 ⇒ 5

    Roll Details:

    Intelligence - 1d6

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Ursine Rageskin, Bearskin Armor, Amulet of Furious Fists, Big Eyes (Wolf), Bulwinkle (Moose), Blessing of Gorum,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Harvester's Pit
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Smokey (Bear), Blessing of the Green Faith, Shaman, Blessing of the Green Faith (2), Councilor's Ring, Iron Knuckles, Magic Chain Mail, Kaa (Reed Moccasin), Gecks (Fire Gecko), Thylacine, Topaz of Strength, Cloud Puff
    Recharged:
    Discard Pile: Blessing of Gozreh, Phantom (Shadowcat),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☑ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution
    Champions of Mendev - Arcane (Charisma + 5)
    Champions of Mendev - Fortitude (Constitution + 5)

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Cogsnap - Cell 1-8 remain
    Shardra, Kess - Harvester's Pit 4-9 remain
    Soul Foundry 1-10 remain // 1=Demon Brawl (closing henchman); 2=Corruption Demon
    Occult Library 1-9 remain // 1=Black Flame Vrolikai
    Seoni - Torture Chamber 1-8 remain
    Cavern 1-10 remain
    Middle of Nowhere"


  • Boon Draw - Ally

    Champions of Mendev - Fortitude: Con +5

    Hero Point
    Skill Feat: Con

    Upgrades
    Ally 6 (If it shows): 1d1000 ⇒ 899
    Blessing 6(If there is an extra): 1d1000 ⇒ 777


    I'll do Seoni's Knowledge check
    Knowledge: 3d8 + 8 ⇒ (2, 6, 6) + 8 = 22
    Use Foreign Trader to Bless and add Int die

    Yealek-Vor:

    None
    Villain 6
    Type: Monster
    Traits:
    Cleric
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat
    Divine
    Wisdom 30
    THEN Combat 40
    Yealek-Vor is immune to the Electricity and Poison traits.
    Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
    If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

    Scenaio power, recharge hand, then draw 1 card (Cloud Puff)
    BYA Damage: 1d4 + 1 ⇒ (1) + 1 = 2
    Recharge Chain Mail to prevent damage
    Auto fail the BYA so bury 1 card and draw 1 card (Shaman)

    Combat 30: 1d10 + 7 + 1d20 + 1d10 + 6 ⇒ (2) + 7 + (12) + (6) + 6 = 33

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d20 (1d12)
    Blessed - 1d10
    Mythic Marshall (Str) - 6

    Use Mythic Charge
    Use Seoni's Pulura to bless

    Use Enervation on the next check
    Enervate: 2d4 ⇒ (3, 1) = 4

    Combat 36(40-4): 1d10 + 7 + 1d20 + 1d4 + 5 + 1d10 + 5 ⇒ (7) + 7 + (12) + (1) + 5 + (7) + 5 = 44

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d20 (1d12)
    Brawlers Aid - 1d4+5
    Blessed - 1d10
    Mythic Marshall (Str) - 5

    Use Mythic Charge
    Use Cogs Carnival to bless
    Recharge Shaman for Brawlers Aid

    Ha! Don't flip anything for Carnival

    VICTORY!


    ========================
    Kess starts her turn.
    Hour: Blessing of Sarenrae
    Hour Power:No effect.
    Location: Sanctum
    Location Power:When you move, bury a card.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.

    Move to Great Hall

    Yealek-Vor:

    None
    Villain 6
    Type: Monster
    Traits:
    Cleric
    Demon
    Mythic
    Outsider
    To Defeat:
    Combat
    Divine
    Wisdom 30
    THEN Combat 40
    Yealek-Vor is immune to the Electricity and Poison traits.
    Before you act, you are dealt 1d4+1 Combat damage, then each character must succeed at a Divine, Knowledge, or Wisdom 12 check. If you fail, bury your hand and draw the same number of cards; other character who fail cannot play cards during this encounter.
    If undefeated, and Yealek-Vor escapes, instead of retrieving blessings from the blessings deck, draw cards from your hand, discard pile, and deck to shuffle in with Yealek-Vor.

    Location Power - Encounter servitor Demon

    Favored of Deskari:

    Type: Monster
    Traits: Outsider Vermin Demon Barbarian Mythic
    To Defeat: Combat 35
    The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge. If you succeed at the check to defeat, reroll the dice; take the new result. If defeated, you may immediately attempt to close the location this henchman came from.

    Recharge/Draw new hand

    Combat 35: 1d10 + 7 + 1d12 + 1d4 + 5 + 1d12 + 6 ⇒ (10) + 7 + (7) + (2) + 5 + (9) + 6 = 46

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+5
    Blessed - 1d12
    Mythic Marshall (Str) - 6

    Use my Green Faith to bless
    Recharge Shaman for Brawlers Aid

    Forced Reroll
    Combat 35: 1d10 + 7 + 1d12 + 1d4 + 5 + 1d12 + 6 ⇒ (1) + 7 + (6) + (1) + 5 + (12) + 6 = 38

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+5
    Blessed - 1d12
    Mythic Marshall (Str) - 6

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Thylacine). Deck shuffled.

    Now encounter Villain
    Recharge/Draw new hand

    Just to be safe, I'm going to hold off doing Villain fight until guard checks are done.


  • OFF-TURN ACTIONS:
    Acrobatics 12: 1d10 + 1 + 1d10 + 1d20 ⇒ (3) + 1 + (4) + (6) = 14

    Roll Details:

    Acrobatics - 1d10+1 (1d6+1)
    Blessed - 1d10 (1d6)
    Councilor's Ring - 1d20

    ========================
    Kess starts her turn.
    Hour: Blessing of Torag
    Hour Power:No effect.
    Location: Sanctum
    Location Power:When you move, bury a card.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.

    Corruption Demon:

    WotR
    Monster 5
    Traits:
    Outsider
    Demon
    To Defeat:
    Combat 25
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

    Recharge/Redraw hand. Draw Thylacine thankfully

    Discard Thylacine to evade the monster because I can't pass that Int/Knowledge check. I can elect to reload it for Seoni to deal with, or we can recharge it/

    "

    Kess wrote:

    Hand: Cloud Puff, Amulet of Furious Fists, Kaa (Reed Moccasin), Sedja, Gecks (Fire Gecko), Blessing of Gorum,

    Displayed: Magic Chain Mail, Bearskin Armor,
    Deck: 9 Discard: 4 Buried: 1
    Current Location: Sanctum
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Eagle Knight Dress Uniform, Shaman, Crocodile Skin Madu, Blessing of the Green Faith (2)
    Recharged: Topaz of Strength, Ursine Rageskin, Iron Knuckles, Smokey (Bear), Bulwinkle (Moose),
    Discard Pile: Blessing of Gozreh, Big Eyes (Wolf), Blessing of the Green Faith, Thylacine,
    Buried Pile: Councilor's Ring,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Cavern CLOSED
    Cogsnap - Corruption Forge 1-6 remain
    Shardra - Great Hall 1-6 remain // 1=Yealek-Vor (villain!)
    Kess, Seoni - Sanctum 1-5 remain
    Abbatoir CLOSED
    Molten Pool CLOSED"

    Note: Seoni can elect to Reload or Recharge the Corruption Demon on top of the Sanctum


  • ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Sanctum
    Location Power:When you move, bury a card.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.

    Dragon's Breath:

    WotR
    Spell 4
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.

    Auto Fail that

    Discard Big Eyes to explore again

    Ebon Thorn:

    WotR
    Armor 4
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Auto Fail that

    "

    Kess wrote:

    Hand: Ursine Rageskin, Iron Knuckles, Councilor's Ring, Topaz of Strength, Smokey (Bear), Bulwinkle (Moose), Blessing of the Green Faith,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Sanctum
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum, Magic Chain Mail, Eagle Knight Dress Uniform, Shaman, Bearskin Armor, Kaa (Reed Moccasin), Sedja, Blessing of the Green Faith (2), Cloud Puff, Thylacine, Amulet of Furious Fists, Gecks (Fire Gecko), Crocodile Skin Madu
    Recharged:
    Discard Pile: Blessing of Gozreh, Big Eyes (Wolf),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Cavern CLOSED
    Cogsnap - Corruption Forge 1-6 remain
    Seoni, Shardra - Great Hall 1-8 remain
    Kess - Sanctum 3-10 remain
    Abbatoir CLOSED
    Molten Pool CLOSED"


  • ========================
    Kess starts her turn.
    Hour: Blessing of Baphomet
    Hour Power:No effect.
    Location: Cavern
    Location Power:If you move or are moved from this location, move to a random other location.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • When you encounter a card that has the Cultist or Demon trait, recharge your hand, then draw 1 fewer card than the number you recharged.
  • If you fail to defeat a card that has the Cultist or Demon trait, shuffle the top card of the blessings deck into your location deck.

    Eagle Knight Dress Uniform:

    WotR
    Armor 1
    Traits:
    Heavy Armor
    Veteran
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 3.
    Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Fortitude 6: 1d8 + 1 ⇒ (7) + 1 = 8

    Roll Details:

    Fortitude - 1d8+1

    Discard Big Eyes to explore again

    Blackfire Adept:

    WotR
    Henchman B
    Type: Monster
    Traits:
    Human
    Conjurer
    Cultist
    To Defeat:
    Combat 11
    OR Arcane 8
    Before you act, a character at your location summons and encouters this adventure's servitor demon. If the demon is not defeated, the Blackfire Adept is undefeated.
    If undefeated, discard the top card of the blessings deck; if that card has the Corrpted trait, discard an addition card.
    If defated, you may immediately attempt to close the location this henchman came from.

    Recharge and Draw
    Encounter Servitor demon

    Favored of Deskari:

    Henchman
    Type: Monster
    Traits: Outsider Vermin Demon Barbarian Mythic
    To Defeat: Combat 35
    The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge. If you succeed at the check to defeat, reroll the dice; take the new result. If defeated, you may immediately attempt to close the location this henchman came from.

    Recharge and Draw

    Combat 35: 1d10 + 7 + 1d12 + 1d4 + 5 + 1 + 1d4 + 1d10 + 6 ⇒ (7) + 7 + (12) + (4) + 5 + 1 + (4) + (5) + 6 = 51

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+5
    Ursine Rageskin - 1
    Crocodile Skin Madu - 1d4
    Blessed - 1d10
    Mythic Marshall (Str) - 6

    Use Seoni's Blessing of Pharasma

    Forced Reroll
    Combat 35: 1d10 + 7 + 1d12 + 1d4 + 5 + 1 + 1d4 + 1d10 + 6 ⇒ (7) + 7 + (1) + (2) + 5 + 1 + (3) + (8) + 6 = 40

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+5
    Ursine Rageskin - 1
    Crocodile Skin Madu - 1d4
    Blessed - 1d10
    Mythic Marshall (Str) - 6

    Defeating a monster lets me heal a card
    Kess has all cards in her discard pile healed: (Big Eyes (Wolf)). Deck shuffled.

    Blackfire Adept
    Combat 11: 1d10 + 7 + 1d12 ⇒ (10) + 7 + (9) = 26

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12

    Close Check
    Strength 11: 1d10 + 4 + 6 ⇒ (9) + 4 + 6 = 19

    Roll Details:

    Strength - 1d10+4
    Mythic Marshall (Str) - 6

    Random Location: 1d4 ⇒ 3 -> Sanctum

    "

    Kess wrote:

    Hand: Ursine Rageskin, Iron Knuckles, Councilor's Ring, Topaz of Strength, Smokey (Bear), Big Eyes (Wolf), Blessing of Gozreh,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Sanctum
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shaman, Blessing of the Green Faith (2), Kaa (Reed Moccasin), Amulet of Furious Fists, Gecks (Fire Gecko), Cloud Puff, Thylacine, Magic Chain Mail, Blessing of the Green Faith, Eagle Knight Dress Uniform, Bearskin Armor, Blessing of Gorum, Crocodile Skin Madu, Sedja, Bulwinkle (Moose)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:

  • Mythic Medal of Valor: Melee: Strength + 5
  • Mythic Medal of Agility: Ranged: Dexterity + 5
  • Mythic Medal of Vigor: Fortitude: Constitution + 5
  • Mythic Medal of Clarity: Knowledge: Intelligence + 5
  • Mythic Medal of Spirit: Divine: Wisdom + 5
  • Mythic Medal of Command: Arcane: Charisma + 5

    Notes for Seoni: Used Blessing of Pharasma

    Cavern CLOSED
    Cogsnap - Corruption Forge 1-10 remain
    Great Hall 1-10 remain
    Kess - Sanctum 1-10 remain
    Shardra - Abbatoir 1-10 remain
    Seoni - Molten Pool CLOSED"


  • Start at the Cavern

    "

    Kess wrote:

    Hand: Amulet of Furious Fists, Cloud Puff, Iron Knuckles, Kaa (Reed Moccasin), Smokey (Bear), Big Eyes (Wolf), Blessing of Gozreh,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Cavern
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum, Bulwinkle (Moose), Thylacine, Topaz of Strength, Sedja, Shaman, Blessing of the Green Faith (2), Magic Chain Mail, Councilor's Ring, Bearskin Armor, Ursine Rageskin, Gecks (Fire Gecko), Blessing of the Green Faith, Crocodile Skin Madu
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution

    "


    Hero Point
    Card Feat - Armor

    Upgrades
    Hoping for Armor 6 from the reward. Otherwise Ally 6

    Champion
    Mythic Medal of Command - Arcane: Charisma + 5


    Combat 40: 1d10 + 7 + 1d20 + 1d20 + 4 + 1d6 ⇒ (2) + 7 + (17) + (4) + 4 + (6) = 40

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Blessed - 1d12
    Mythic Marshall (Str) - 4
    Righteous Medal of Valor: Strength - 1d6

    Burn a couple of Mythic charges, and bless the check


    ========================
    Kess starts her turn.
    Hour: Blessing of Deskari
    Hour Power:No effect.
    Location: Cavern
    Location Power:If you move or are moved from this location, move to a random other location.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • Locations cannot be temporarily closed.

    Flensing Walls:

    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    To Defeat:
    Arcane
    Divine 20
    OR Disable 17
    Before you act, you may defeat this barrier by burying a number of cards equal to your hand size.
    If undefeated, you are dealt 1d4+1 Combat damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated.

    This aint happening! Bury Armor to reduce damage to 0

    "

    Kess wrote:

    Hand: Cloud Puff, Amulet of Furious Fists, Sedja, Thylacine, Blessing of the Green Faith,

    Displayed: Magic Chain Mail,
    Deck: 7 Discard: 6 Buried: 2
    Current Location: Cavern
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gecks (Fire Gecko), Shaman
    Recharged: Blessing of the Green Faith (2), Big Eyes (Wolf), Topaz of Strength, Iron Knuckles, Crocodile Skin Madu,
    Discard Pile: Kaa (Reed Moccasin), Blessing of Gorum, Rapier of Puncturing, Bulwinkle (Moose), Blessing of Gozreh, Smokey (Bear),
    Buried Pile: Councilor's Ring, Bearskin Armor,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Glimmer of Hope is displayed next to the scenario (While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.)

    Seoni - Great Hall 1 remain
    Shardra - Eagle Rock CLOSED
    Molten Pool CLOSED
    Kess - Cavern 1-10 remain // Displayed: Flensing Walls (Must Encounter first)
    Abyssal River CLOSED
    Cogsnap - Canyon CLOSED"


  • Combat 40: 1d10 + 7 + 1d12 + 2d6 + 1d4 + 0 + 1d4 + 2d4 + 1d10 + 6 + 1d6 ⇒ (1) + 7 + (2) + (1, 5) + (4) + 0 + (1) + (2, 1) + (9) + 6 + (1) = 40

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Amulet of Furious Fists - 2d6
    Brawlers Aid - 1d4+0
    Crocodile Skin Madu - 1d4
    Smokey (Bear) - 2d4
    Blessed - 1d10
    Mythic Marshall (Str) - 6
    Righteous Medal of Valor: Strength - 1d6

    Use Someones blessing


    ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Eagle Rock
    Location Power:All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • Locations cannot be temporarily closed.

    Blessing of Nethys:

    WotR
    Blessing 2
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Strength(Divine) 5: 1d10 ⇒ 2

    Roll Details:

    Strength die - 1d10

    Recharge Topaz of Strength to use Strength Die

    Discard Bulwinkle to explore again (1d8 to Combat/Survival)

    Rasping Rift Portal:

    WotR
    Barrier 6
    Traits:
    Obstacle
    Magic
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge
    Divine 18
    If undefeated, you are dealt 1d6+1 Force damage, then 1d6+1 Mental damage. Leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn.
    After you act, move to a random other location.

    Intelligence 18: 1d6 + 1d20 ⇒ (6) + (15) = 21

    Roll Details:

    Intelligence - 1d6
    Councilor's Ring - 1d20

    Random Location: 1d2 ⇒ 2 -> Cavern

    "

    Kess wrote:

    Hand: Crocodile Skin Madu, Iron Knuckles, Amulet of Furious Fists, Smokey (Bear), Blessing of Gozreh,

    Displayed: Bearskin Armor,
    Deck: 10 Discard: 4 Buried: 1
    Current Location: Cavern
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith, Shaman, Gecks (Fire Gecko), Thylacine, Sedja, Cloud Puff, Magic Chain Mail
    Recharged: Blessing of the Green Faith (2), Big Eyes (Wolf), Topaz of Strength,
    Discard Pile: Kaa (Reed Moccasin), Blessing of Gorum, Rapier of Puncturing, Bulwinkle (Moose),
    Buried Pile: Councilor's Ring,

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Glimmer of Hope is displayed next to the scenario (While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.)

    Seoni - Great Hall 1-4 remain
    Shardra - Eagle Rock 3-7 remain
    Molten Pool CLOSED
    Kess - Cavern 1-10 remain
    Abyssal River CLOSED
    Cogsnap - Canyon CLOSED"


  • Combat 40: 1d10 + 7 + 1d12 + 1d4 + 5 + 2d6 + 1d6 + 6 + 1d10 ⇒ (7) + 7 + (2) + (1) + 5 + (6, 6) + (4) + 6 + (6) = 50

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Brawlers Aid - 1d4+5
    Amulet of Furious Fists - 2d6
    Righteous Medal of Valor: Strength - 1d6
    Mythic Marshall (Str) - 6
    Blessed - 1d10


    ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Eagle Rock
    Location Power:All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • Locations cannot be temporarily closed.

    Rapier of Puncturing:

    WotR
    Weapon 5
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.

    Melee 12: 1d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16

    Roll Details:

    Melee - 1d10+7
    Mythic Marshall (Str) - 6

    "

    Kess wrote:

    Hand: Iron Knuckles, Topaz of Strength, Councilor's Ring, Amulet of Furious Fists, Smokey (Bear), Bulwinkle (Moose),

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Current Location: Eagle Rock
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sedja, Blessing of Gozreh, Gecks (Fire Gecko), Cloud Puff, Shaman, Magic Chain Mail, Thylacine, Crocodile Skin Madu, Bearskin Armor, Blessing of the Green Faith
    Recharged: Blessing of the Green Faith (2), Big Eyes (Wolf),
    Discard Pile: Kaa (Reed Moccasin), Blessing of Gorum, Rapier of Puncturing,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution

    "


  • Combat 40: 1d10 + 7 + 1d12 + 1d4 + 1d4 + 2 + 6 + 1d12 + 1d12 ⇒ (5) + 7 + (2) + (1) + (2) + 2 + 6 + (9) + (9) = 43

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Iron Knuckles - 1d4
    Brawlers Aid - 1d4+2
    Mythic Marshall (Str) - 6
    Double Blessed - 1d12+1d12

    "

    Kess wrote:

    Hand: Iron Knuckles, Topaz of Strength, Councilor's Ring,

    Displayed:
    Deck: 15 Discard: 2 Buried: 0
    Current Location: Eagle Rock
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Green Faith, Cloud Puff, Smokey (Bear), Bearskin Armor, Gecks (Fire Gecko), Shaman, Amulet of Furious Fists, Crocodile Skin Madu, Bulwinkle (Moose), Magic Chain Mail, Blessing of Gozreh, Sedja, Thylacine
    Recharged: Blessing of the Green Faith (2), Big Eyes (Wolf),
    Discard Pile: Kaa (Reed Moccasin), Blessing of Gorum,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution

    "


    ========================
    Kess starts her turn.
    Hour: Blessing of Ascension
    Hour Power:No effect.
    Location: Eagle Rock
    Location Power:All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    Adventure Powers:

  • The servitor demon is the henchman Favored of Deskari.
    Scenario Powers:
  • Locations cannot be temporarily closed.

    Skirmishing Spear:

    WotR
    Weapon 3
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Mythic
    Veteran
    To Acquire:
    Dexterity
    Ranged 15
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
    If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

    Auto Fail this

    Discard Kaa to explore again

    Urannag:

    WotR
    Monster 4
    Traits:
    Construct
    Obstacle
    Lock
    To Defeat:
    Combat 30
    OR Disable 17
    You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
    If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.

    Combat 30: 1d10 + 7 + 1d12 + 1d4 + 1d4 + 5 + 6 ⇒ (5) + 7 + (7) + (3) + (3) + 5 + 6 = 36

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Iron Knuckles - 1d4
    Brawlers Aid - 1d4+5
    Mythic Marshall (Str) - 6

    Recharge Sedja for Brawlers Aid

    Defeating a monster lets me heal a card
    Kess is healed for 1: (Smokey (Bear)). Deck shuffled.

    "

    Kess wrote:

    Hand: Iron Knuckles, Topaz of Strength, Councilor's Ring, Big Eyes (Wolf), Blessing of the Green Faith (2), Blessing of Gorum,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Current Location: Eagle Rock
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Chain Mail, Gecks (Fire Gecko), Bearskin Armor, Thylacine, Amulet of Furious Fists, Blessing of the Green Faith, Sedja, Shaman, Bulwinkle (Moose), Crocodile Skin Madu, Cloud Puff, Smokey (Bear), Blessing of Gozreh
    Recharged:
    Discard Pile: Kaa (Reed Moccasin),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution

    "

    "Board Status
    Most Recent BR Refresh
    Champions of Mendev: While displayed, any character may expend a mythic charge to treat her character as if she has one of the following checked skills until the end of the turn:
    Mythic Medal of Valor: Melee: Strength + 5
    Mythic Medal of Agility: Ranged: Dexterity + 5
    Mythic Medal of Vigor: Fortitude: Constitution + 5
    Mythic Medal of Clarity: Knowledge: Intelligence + 5
    Mythic Medal of Spirit: Divine: Wisdom + 5
    Mythic Medal of Command: Arcane: Charisma + 5

    Great Hall 1-10 remain // 1=Heavy Crossbow; 2=Manual of War
    Kess - Eagle Rock 3-10 remain
    Seoni - Molten Pool 4-10 remain
    Cavern 1-10 remain // 1=Mace of Smiting (weapon 6); 2=Abyssal Army (closing henchman)
    Shardra - Abyssal River CLOSED
    Cogsnap - Canyon 1-10 remain"


  • Combat 40: 1d10 + 7 + 1d12 + 2d4 + 1d4 + 1d4 + 5 + 1d6 + 6 ⇒ (5) + 7 + (11) + (3, 1) + (4) + (4) + 5 + (4) + 6 = 50

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d12
    Smokey (Bear) - 2d4
    Iron Knuckles - 1d4
    Brawlers Aid - 1d4+5
    Righteous Medal of Valor: Strength - 1d6
    Mythic Marshall (Str) - 6

    Recharge Shaman for Brawlers Aid

    "

    Kess wrote:

    Hand: Iron Knuckles, Topaz of Strength, Sedja, Kaa (Reed Moccasin),

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Current Location: Eagle Rock
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gozreh, Big Eyes (Wolf), Bearskin Armor, Thylacine, Blessing of the Green Faith, Bulwinkle (Moose), Blessing of Gorum, Magic Chain Mail, Cloud Puff, Amulet of Furious Fists, Crocodile Skin Madu, Blessing of the Green Faith (2), Councilor's Ring, Gecks (Fire Gecko)
    Recharged: Shaman,
    Discard Pile: Smokey (Bear),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution

    "


    Start at Eagle Rock

    "

    Kess wrote:

    Hand: Iron Knuckles, Topaz of Strength, Smokey (Bear), Sedja, Shaman, Kaa (Reed Moccasin),

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Eagle Rock
    Hero Points: 6
    NOTES:
    Available Support: When I bless ANY Combat/Diplomacy checks add 1d12 instead of normal die.

    Other: Paizo reroll used for scenario 1-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bulwinkle (Moose), Bearskin Armor, Blessing of the Green Faith (2), Councilor's Ring, Cloud Puff, Blessing of Gorum, Crocodile Skin Madu, Magic Chain Mail, Amulet of Furious Fists, Blessing of Gozreh, Blessing of the Green Faith, Thylacine, Big Eyes (Wolf), Gecks (Fire Gecko)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    - Melee: Strength +3
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    - Acrobatics: Dexterity +1
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    - Fortitude: Constitution +1
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1
    Charisma d8 ☑ +1 ☑ +2
    - Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:

    POWERS:
    For your combat check, you may use Melee + 1d8 (☑ or Melee + 1d12 and add the Magic Trait )
    On your check against a monster on which you do not play a weapon or a spell, you may recharge an ally(☑ or an armor or an item) to add 1d4 plus that card’s level.
    When you discard or bury a card as damage, it counts as up to 2
    When you defeat a monster (☑ or acquire an ally or a blessing), you may heal a card
    ☑ When you bless a local (☑ or Any) Combat or Charisma check, add 1d12 instead of the normal die
    Mythic Marshal
    Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge. When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.
    Knights of Kenabres:
    ☑ Righteous Medal of Valor: Strength
    ☑ Righteous Medal of Command: Charisma
    ☑ Righteous Medal of Vigor: Constitution

    "


    Hero Point
    Bank 2 - 6 Remaining

    Upgrades
    Ally 5: 1d1000 ⇒ 346

    No Loot


    Khorramzadeh:

    WotR
    Villain B
    Type: Monster
    Traits:
    Outsider
    Demon
    Mythic
    To Defeat:
    Combat 50
    THEN Combat 50
    Khorramzadeh may not be evaded and is immune to the Electricity, Fire, and Poison traits.
    Before you act, each character at your location attempts a Constitution or Fortitude 12 check. Each character that fails is dealt 2d4 Fire damage and moves to a random location.
    If you fail a check to defeat Khorramzadeh, you die.
    If defeated, Khorramzadeh deals 2d4 Fire damage to each character at your location.

    Fortitude 12: 1d8 + 1 + 1d8 + 1d4 + 5 ⇒ (6) + 1 + (8) + (3) + 5 = 23

    Roll Details:

    Fortitude - 1d8+1
    Blessed - 1d8
    Brawlers Aid - 1d4+5

    Recharge Shaman for Brawlers Aid
    Use Party Blessing (There are plenty)

    Combat 50: 1d10 + 7 + 1d12 + 2d4 + 1d4 + 2 + 1d20 + 1d10 + 4 ⇒ (6) + 7 + (3) + (1, 2) + (2) + 2 + (20) + (7) + 4 = 54

    Roll Details:

    Combat(Melee) - 1d10+7
    Brawlers Might - 1d20
    Smokey (Bear) - 2d4
    Brawlers Aid - 1d4+2
    Councilor's Ring - 1d20
    Blessed - 1d12
    Mythic Marshall (Str) - 4

    Use my blessing to bless for d12
    Recharge Sedja for Brawlers Aid
    Use a Mythic Charge