Gaining Hero Point Adding Priest of Pharasma, the Lady of Mysteries, Pharasma's Knowing, Pharasma's Knowing to card pool
Upgrading Blessing 1 Sign of the Daughter into Blessing 3 the Lady of Mysteries
Banishing Psychic Investigator to take Ally 1 Priest of Pharasma
Meligaster watched with grim satisfaction as the unhorsed Letra withered away under his gaze. Pharasma's will is *my* will. The Daughter of Graves was no more.
The mesmerist's keen eyes took in much. Kyra was finishing some ritual in the crypt, Bekah was saying something inspirational, Ranzak was already looting the corpses. But from atop the mountain, the halfling also could see the edifices of Kaer Maga down below. And he knew that down there, the Urgathoans feared him, the Duskwardens welcomed him, the Pharasmans respected him, and soon the Pathfinders would owe him. And Meligaster had no doubt that even now, well beyond the city, the wandering Hakon and his stories were spreading his reputation even farther. Not even the legendary Blackjack could match Meligaster's ego.
No one would ever again see a scared little halfling hiding in the Warrens from the undead. There was no need to hide any longer. Now the living and the dead alike served him.
Hourglass 1: Worldbreaker o’clock: You may banish a random blessing from your discards to explore.
Mountain: Meligaster cannot make a WIS/Survival 4+3=7 check. Meligaster remains Exhausted.
Ranzak buries Sacred Candle to acquire the Worldbreaker
The Worldbreaker:
Core
Blessing 3
Traits:
Deity: Rovagug
Divine
When this is the hour: You may banish a random blessing from your discards to explore.
To Acquire:
Banish A Boon 0
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
The halfling was so weary, but the end was in sight. The mountain lurched under his feet, threatening to erupt in volcanic destruction at any moment.
Hourglass: Rovagug’s Destruction o’clock: On your check, you may banish a random blessing from your discards to bless.
Exploring Mountain 1: Pixie Gang
Pixie Gang:
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Discarding Guardian Zombie as an Attack Mental Magic spell, revealing ally Idorii, first monster check
Combat 13 (17):1d12 + 3 + 2d4 + 2 + 1d4 + 2 ⇒ (3) + 3 + (1, 4) + 2 + (2) + 2 = 17
No other local characters. Drawing Pixie Gang
The chaos disturbed a nest of pixies, but Meligaster ordered the zombie to subdue them. In the end, everything will wind up under my control.
Discarding Idorii to explore Mountain 2: Henchman A1: Wight
Wight:
Story Bane
Type: Monster
Traits: Undead Wight Veteran
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.
Discarding Sign of the Daughter for 1 Cold damage
Discarding Pixie Gang as an Attack Force Magic spell, using Idorii, revealing ally Sage
Combat 10+6=16:1d12 + 3 + 2d4 + 2 + 2d4 + 1d4 ⇒ (3) + 3 + (1, 2) + 2 + (4, 4) + (1) = 20
Henchman A1 is banished
Closing Mountain: Burying Ectoplasm from deck.
Mountain remains open. All non-villain cards there are banished
Meligaster felt a chill as Letra’s bodyguard emerged. But Idorii quickly squared off against her undead counterpart, and the bodyguards traded blows. The pixies joined in, overwhelming the wight. I have more minions than you have corpses. The egotist scornfully flung the ectoplasmic remains off the mountainside, leaving Letra alone.
Ending turn. Resetting hand
(At the start of Kyra’s turn)
Leech:1d4 - 1 ⇒ (1) - 1 = 0
Recharging Leech to heal nothing
Meligaster smiled cruelly at the cleric and deliberately put away the leeches. “You can’t hurt me.”
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Mountain 1 is acquired.
Mountain 2-9, 11 are banished.
(Mountain contains only villain.)
Ranzak buries Sacred Candle to acquire the Worldbreaker.
(During Ranzak’s turn)
Corrupted Priestess: Using Create Mindscape
WIS 6:1d4 + 1d4 ⇒ (1) + (4) = 5
Burying the Theater
Moving to Mountain
Recovery:
Arcane 11:1d12 + 3 ⇒ (4) + 3 = 7
Create Mindscape is discarded
Meligaster started to weave an enchantment, but Letra saw through it. While Ranzak confronted her, the mesmerist retreated up the mountain.
(Meligaster’s turn)
Hourglass: Waxworks o’clock: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
Waxworks: Meligaster is Exhausted
Mountain: Meligaster cannot make a WIS/Survival 4+3=7 check. Meligaster is very Exhausted
When the halfling felt safe enough to stop running, he nearly fell over from exhaustion. His legs felt like wax.
Exploring Mountain 1: Venomous Hand Crossbow
Venomous Hand Crossbow:
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Meligaster cannot make a DEX/Ranged/Stealth 12 check. Venomous Hand Crossbow is banished
Meligaster had no interest in sniping. “That’s a job for someone else.”
Discarding Duskwarden Ranger to explore Mountain 2: Guardian Zombie
Guardian Zombie:
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Discarding Djinn Favor Amulet as an Attack Force Magic spell, revealing ally Sage, first monster check
Combat 11+6=17:1d12 + 3 + 2d4 + 2 + 1d4 + 2 ⇒ (8) + 3 + (2, 3) + 2 + (4) + 2 = 24
Drawing Guardian Zombie
And from the Duskwarden’s report, he knew exactly who was suitable for the job. Meligaster forced the scouted undead to use the weapon. Guard me.
Displayed:Exhausted,
Deck: 11 Discard: 5 Buried: 1
Notes: Ask before using: Sign of the Daughter
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 3; Idorii
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Mountain 1 is banished.
Mountain 2 is acquired.
Meligaster is at Mountain.
Displayed: Deck: 14 Discard: 2 Buried: 0
Notes: Move Meligaster to Mountain if necessary. If Create Mindscape in still in hand at that point, Meligaster will display it at Mountain to help with start-of-turn checks.
Ask before using: Can use without asking: Create Mindscape; the Theater
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hourglass 1: Erastil's Eye o'clock: If you are at a Wild location, you may discard a card to explore.
Exploring Ossuary 3: Trapped Chest
Trapped Chest:
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Revealing ally Valet. Kyra discards The Prince of Pain Disable 7+3=10:1d4 + 1d4 + 6 ⇒ (1) + (1) + 6 = 8
Valet is recharged. Kyra instead heals The Prince of Pain Acid damage:1d4 ⇒ 4
Discarding Mummy, Necrophidian, Fiery Glare, Mask of the Mesmerists for 4 Acid damage. Meligaster is Dazed. Trapped Chest is shuffled back into Ossuary (Unless someone wants to avenge?) Everything in that chest belongs to me. Unfortunately, "everything in that chest" included an exploding sac of acid. And it was painful.
Ending turn. Dazed: No cards left in hand
Resetting hand
(At the start of Kyra's turn)
Leech heal:1d4 - 1 ⇒ (4) - 1 = 3
Recharging Leech to heal Fiery Glare, Mummy, Necrophidian.
Leeching did soothe most of his burned skin.
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Ossuary is shuffled (contains Trapped Chest).
Kyra heals The Prince of Pain.
(During Ranzak's turn)
Attic Whisperer: Kyra turns Undead WIS 4:1d4 + 1d6 ⇒ (1) + (2) = 3
Meligaster is Dazed
The whispers took Meligaster by as much surprise as the sudden arrival of the rest of the party.
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
(During Bekah's turn)
Ranzak buries Sacred Candle to draw hour The Tangled Briar
The Tangled Briar:
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
(Meligaster's turn)
Hourglass 1: Wanderer o'clock: When a local character fails to acquire a boon, you may bury a card to encounter it.
Exploring Cliff 1: Mummy
Mummy:
Core
Story Bane 2
Type: Monster
Traits:
Mummy
Undead
Veteran
To Defeat:
Combat 14+##
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Banishing Ghost Whip to recovery, recharging Idorii, revealing monster Necrophidian, first monster check, using Kyra's Banner of the Ancient Kings.
Combat 14+6=20:1d12 + 3 + 2d8 + 1d4 + 1d4 + 2 + 1 ⇒ (4) + 3 + (6, 5) + (3) + (4) + 2 + 1 = 28
Drawing Mummy
Closing Cliff
Combat damage:1d6 ⇒ 3
Recharging Mystic Silk Coat to prevent 3 Combat damage.
Cliff is closed. Moving to Ossuary
Idorii whispered a warning: a mummy was perched atop the cliff. Meligaster struck with an invisible lash. My whip binds you more than your wrappings ever will. The mummy groaned in agony, rocking wildly back and forth as it submitted to the mesmerist's power. But the mummy's wildly spastic movements did cause the side of the cliff to give way, and Meligaster slid down to the ossuary. However, the halfling's magic coat cushioned his fall.
Ending turn. Recovery:
Arcane 10:1d12 + 3 ⇒ (12) + 3 = 15
Ghost Whip is recharged
Resetting hand
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Cliff 1 is acquired.
Cliff is closed.
Ranzak buries Sacred Candle to acquire Bekah's hour (The Tangled Briar).
Meligaster is at Ossuary.
(During Ranzak's turn)
Moving to Cliff
Meligaster was happy to contribute to the party's effort to take down the wooden golem. But the egotist was prepared to venture off on his own if need be.
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hourglass 1: Beating o'clock: When you encounter a monster from a location, before acting, another local character summons and encounters it.
Exploring Trail 3: Necrophidian
Necrophidian:
CotCT
Monster 1
Traits:
Construct
To Defeat:
Combat 12
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
The Beating: Kyra, Ranzak, or Bekah must summon a Necrophidian
Discarding Blessing of Pharasma as an Attack Force Magic spell, revealing ally Idorii, first monster check, using Kyra's Banner of the Ancient Kings
Combat 12:1d12 + 3 + 2d4 + 1 + 1d4 + 2 + 1 ⇒ (2) + 3 + (1, 2) + 1 + (3) + 2 + 1 = 15
Drawing Necrophidian
A pair of skeletal snakes were slithering towards the party. Meligaster forced the one closest to him to turn back up the trail. My enemies are in the opposite direction.
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Trail 3 is acquired.
Kyra, Ranzak, or Bekah must summon a Necrophidian.
Hero Point: Skill Feat: CHA+2
Upgrading Blessing B Sign of the Thrush into Blessing 3 of Sivanah
Reserve: Setting aside Spell Burst of Adrenaline.
Starting at Trail
Examining Fiery Glare, Sign of the Daughter, Valet, Conch Shell, Mask of the Mesmerists. Recharging Sign of the Daughter, Conch Shell.
Meligaster scoffed at Letra. "Kneel? For you? Do you even know who I am?" The egotist's self-image had grown too great to even consider submitting.
But he did realize that it might be time to branch out his divine networking, in case things did not end well with the Pharasmans. The halfling started following the trail of a cleric of Sivanah who might appreciate his mental talents.
Displayed: Deck: 13 Discard: 0 Buried: 0
Notes: Ask before using: Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing/Boon 3; Enervation; Idorii
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Story Bane 1
Type: Monster
Traits: Undead Skeleton Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 combat damage.
Kyra turns Undead DEX 4+3=7:1d8 + 1d6 ⇒ (8) + (2) = 10
Discarding Guardian Zombie as an Attack Force Magic spell, revealing ally Ectoplasm, first monster check. Kyra turns Undead Combat 11+6=17:1d12 + 2 + 2d4 + 2 + 1d4 + 2 + 1d6 ⇒ (8) + 2 + (1, 4) + 2 + (4) + 2 + (1) = 24
Drawing Henchman B2
Closing Tower
Perception 4+3=7:1d8 + 3 ⇒ (1) + 3 = 4
Tower remains open
Meligaster looked back in time to see Bekah dismount the skeleton. Its mount was lashing out, but Kyra kept the undead beast in check. You need a better rider. “I want that mount,” he directed his new guardian. The zombie obliged.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Moving to Arsenal. Kyra and Bekah move to Arsenal
Meligaster took a couple victory laps around the tower. “There’s no one else here,” he observed. The party rejoined Ranzak at the arsenal, where a gladiator was prepping his gear.
Displayed:Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),
Deck: 8 Discard: 11 Buried: 0
Notes: Meligaster is available to take the Diplomacy 9 Pit Gladiator check (1d12+3+1d4+1d4+2). Create Mindscape is displayed at Arsenal until closed.
Ask before using: Can use without asking: Create Mindscape; Idorii
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Tower 2 is acquired.
Tower is closed.
Arsenal 1 is known (Pit Gladiator).
Kyra is at Arsenal.
Bekah is at Arsenal.
Meligaster is at Arsenal.
Hourglass 1: Twin o’clock: On your check, the first item or ally played is played freely.
Exploring Arsenal 1: Door Spike
Door Spike:
Core
Barrier 1
Traits:
Trap
To Defeat:
Dexterity
Wisdom
Disable
Perception 8
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Using Create Mindscape, revealing monster Mercenary
Perception 8:1d8 + 3 + 1d4 + 1d4 ⇒ (2) + 3 + (1) + (1) = 7
Mercenary is recharged
Combat damage:1d4 ⇒ 1
Recharging Djinn Favor Amulet for 1 Combat damage
Ranzak takes 1 Combat damage
Door Spike is shuffled back into Arsenal
The back room of the arsenal was locked behind an intimidating door. It looked safe, but... Bring me what’s inside. The mercenary sneered. “You’re not paying me enough to touch that.” Meligaster had no choice but to open it himself, and only his amulet protected him from the spikes that suddenly emerged. “Sorry about that,” he apologized as he heard a goblin yelp.
Shuffled Arsenal:1d10 ⇒ 9 Discarding Blessing of Pharasma to explore Arsenal 9: Guardian Zombie
Guardian Zombie:
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Discarding Elixir of Focus as an Attack Force Magic spell, using Create Mindscape, first monster check
Combat 11+6=17:1d12 + 2 + 2d4 + 2 + 1d4 + 2 ⇒ (4) + 2 + (4, 3) + 2 + (2) + 2 = 19
Drawing Guardian Zombie
A security zombie was alerted by the sprung trap. But the embarrassed egotist forced the zombie to follow him. “I need a minion who won’t turn greedy when I need him to do something.”
Ending turn.
Resetting hand.
(At the start of Kyra’s turn)
Leech:1d4 - 1 ⇒ (3) - 1 = 2
Recharging Leech to heal Sign of the Thrush, Sage
A leech dissolved some of the splinters still remaining from the golem’s onslaught.
Displayed:Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),
Deck:96Discard:1012Buried: 0
Notes: Create Mindscape is displayed at Arsenal until closed. Move Meligaster to Kyra if necessary.
Ask before using: Can use without asking: Create Mindscape
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Arsenal 9 is acquired.
Arsenal is shuffled (contains Door Spike).
Ranzak takes 1 Combat damage.
Hourglass 1: Our Lord In Iron o’clock: When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
Ranzak buries Sacred Candle to acquire Our Lord In Iron
Our Lord In Iron:
Core
Blessing 3
Traits:
Deity: Gorum
Divine
When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1.
To Acquire:
Divine
Melee
Ranged 8
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Ranzak lit a candle to see better, but Meligaster had seen enough of the Tower for the moment.
Hourglass: Publican o’clock: When you would discard an ally, recharge it instead.
Moving to Arsenal
Exploring Arsenal 1: Elixir of Focus
Elixir of Focus:
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Displaying Create Mindscape at Arsenal
INT 8:1d8 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13
Elixir of Focus is acquired
The arsenal didn’t have any healing potions left, but the mesmerist was willing to get creative. Perhaps a potion of focus might suffice to keep him safe.
Banishing Conch Shell to recovery to examine Tower 1: Sonic Blast
Sonic Blast:
CotCT
Spell 1
Traits:
Arcane
Attack
Divine
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
Meligaster held the conch shell up to his ear. There was a loud noise coming from the tower. “Sounds like magic.”
Ending turn.
Recovery: Using Create Mindscape
Perception 7:1d8 + 3 + 1d4 ⇒ (3) + 3 + (3) = 9
Conch Shell is recharged.
Resetting hand
Displayed:Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed),
Deck: 7 Discard: 10 Buried: 0
Notes: Create Mindscape is displayed at Arsenal until closed. Move Meligaster to Kyra if necessary.
Ask before using: Blessing of Pharasma; Elixir of Focus
Can use without asking: Blessing if would recharge; Blessing for henchman/closing/Boon 3; Elixir of Focus for henchman/closing/Boon 3; Create Mindscape
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Tower 1 is known (Sonic Blast).
Arsenal 1 is acquired.
Ranzak buries Sacred Candle.
Ranzak acquires Hourglass 1 (Our Lord In Iron).
Meligaster is at Arsenal.
Create Mindscape is displayed at Arsenal.
(During Ranzak’s turn)
Random Undead:1d6 ⇒ 6
Foes On All Side: Summoning Danger: Wraith
Wraith:
Story Bane 2
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained.
Discarding Poison Blast as an Attack Force Magic spell, discarding Sign of the Daughter, first monster check, on all sides. Kyra turns Undead Combat 13+6+3=22:2d12 + 2 + 2d4 + 3 + 2 + 1d6 ⇒ (11, 10) + 2 + (2, 1) + 3 + 2 + (3) = 34
Wraith is banished. Foes On All Sides is banished
Recovery:
Arcane 8:1d12 + 2 ⇒ (1) + 2 = 3
Enervation is discarded
Meligaster heard Ranzak cry in pain as a family of undead swarmed around the party. Meligaster targeted a shrieking wraith fleeing from Kyra’s holy symbol, buffeting the young apparition with magical force.
Displayed: Deck: 9 Discard: 10 Buried: 0
Notes: Move Meligaster to Kyra if necessary.
Ask before using: Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3; Create Mindscape
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hourglass 1: Rabbit Prince o’clock: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
Tower: Examining Arsenal 1: Elixir of Focus
Elixir of Focus:
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Meligaster looked at the distance arsenal while he waited. "Interesting, they stock potions too."
Exploring Tower 1: Pharasma’s Knowing
Pharasma's Knowing:
Core
Blessing 1
Traits:
Deity: Pharasma
Divine
Veteran
When this is the hour: On your check against an Undead card, add 1d6.
To Acquire:
Wisdom
Divine 4+#
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Revealing ally Guard
WIS 4+3=7:1d4 + 1d4 ⇒ (2) + (3) = 5
Guard is recharged. Pharasma’s Knowing is banished
There was still no sign of his Pharasman contact. What could possibly be more important than me?
Discarding Sign of the Thrush to explore Tower 2: Wood Golem
Wood Golem:
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Bekah recharges Lightning Touch for bardic inspiration CON 6:1d6 + 1d4 + 1 ⇒ (4) + (3) + 1 = 8
Recharging Idorii, revealing ally Valet, first monster check. Bekah discards Lady of Valor Combat 18:1d4 + 1d4 + 1d4 + 2 + 2d8 ⇒ (1) + (2) + (1) + 2 + (3, 6) = 15
Valet is recharged. Discarding Ghost Whip for 3 combat damage (no cards left in hand).
Wood Golem is shuffled back into Tower (unless someone really wanted to avenge?)
Perhaps he had overstayed his welcome. A wooden golem marched towards Meligaster with an explosion of splinters, which the halfling only avoided thanks to a quick warning from Bekah. I am supposed to be here. But the golem continued its inexorable march forward. "Idorii, stop it!" shrieked the egotist, but his bodyguard's valor could not turn aside the tower's wooden guardian.
Ending turn. Resetting hand
Meligaster wrote:
Hand:Create Mindscape (display at any location to add 1d4 to local INT/WIS/CHA until closed), Sign of the Daughter (discard to bless/recharge to bless if vs spell), Conch Shell, Blessing of Pharasma (discard to bless/doublebless if spell is cast), Enervation (freely banish to recovery for -2d4 to combat difficulty),
Displayed: Deck: 9 Discard: 7 Buried: 0
Notes: Move Meligaster to Kyra if necessary.
Ask before using: Sign of the Daughter; Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3; Create Mindscape; Enervation
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Tower 1 is banished.
Tower is shuffled (contains Wood Golem).
Arsenal 1 is known (Elixir of Focus).
Bekah discards Lady of Valor.
Bekah recharges Lightning Touch.
Hourglass 1: Pharasma's Knowing o'clock: On your check against an Undead card, add 1d6.
Exploring Ravine 2: Henchman A2: Skeletal Champion
Skeletal Champion:
Story Bane 1
Type: Monster
Traits: Undead Skeleton Veteran
To Defeat: Combat 13+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Before acting, succeed at an Dexterity or Acrobatics 5+# check or suffer 1d4+1 Combat Damage
After acting, a local character recharges a Divine card.
Displaying Embiggen, using Pharasma's Knowing. Kyra turns Undead DEX 5+3=8:1d12 + 1d10 + 1d10 ⇒ (1) + (6) + (10) = 17
Banishing Fiery Glare to recovery, using Pharasma's Knowing, first monster check, revealing ally Valet, ravine, using Embiggen. Kyra turns Undead Combat 13+6+3=22:1d20 + 2 + 2d8 + 1d10 + 2 + 1d8 + 1d10 ⇒ (7) + 2 + (1, 6) + (8) + 2 + (1) + (3) = 30 Kyra or Bekah recharges a Divine card. Drawing Henchman A2. Marking Ravine and shuffling Henchman A, Henchman B into Ravine
With the support of the Duskwarden mage and clerics of Pharasma and Sarenrae, Meligaster stared down the skeleton charging through the ravine. The closer you get to me, the smaller you become. With a hideous shriek, the skeletal mount reared, throwing its rider.
Shuffled Ravine (1=Henchman A, 2=Henchman B):1d2 ⇒ 1 Recharging Blessing of Pharasma with Pharasma hour to explore Ravine: Henchman A: Ancient Skeleton
Ancient Skeleton:
Story Bane 1
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Recharging Djinn Favor Amulet to prevent 1 Combat damage
Discarding Ancient Skeleton as an Attack Force Magic spell, using Pharasma's Knowing, revealing ally Valet, ravine. Kyra turns Undead Combat 11+6+3=20:1d20 + 2 + 2d8 + 1 + 1d10 + 1d8 + 1d10 ⇒ (13) + 2 + (7, 3) + 1 + (9) + (2) + (10) = 47
Henchman A is banished
Closing Ravine: Burying Valet
Ravine is closed. Healing Valet. Moving to Tower. Kyra and Bekah must move
Shining with blue and golden energy, the halfling stood tall astride the fallen skeleton. I control your bones. The skeleton cowered in forced supplication.
"The ravine is clear," observed the valet. "Excellent," smiled Meligaster, returning back to the tower.
Ending turn. Banishing Embiggen to recovery.
Recovery:
Arcane 10:1d12 + 2 ⇒ (2) + 2 = 4
Fiery Glare is discarded. Using Embiggen
Arcane 10:1d20 + 2 ⇒ (7) + 2 = 9
Embiggen is discarded.
Resetting hand
Displayed: Deck: 11 Discard: 5 Buried: 0
Notes: Move Meligaster to Kyra if necessary.
Ask before using: Sign of the Thrush
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3; Guard; Idorii
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Ravine 2 is acquired.
Ravine is closed.
Kyra or Bekah must recharge a Divine card.
Kyra and Bekah must move.
Meligaster is at Tower.
Hourglass 1: Nethys’s Duality o’clock: On your check against a spell, add 1d4.
Tower: Examining Ravine 3: Mercenary
Mercenary:
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Meligaster’s appointment with Sule could wait. The mesmerist saw an opportunity at the base of the tower.
Moving to Ravine
Exploring Ravine 3: Mercenary
Mercenary:
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Revealing Valet, revealing ally Sage, first monster check
Diplomacy 8+3=11:1d12 + 3 + 2 + 1d4 + 2 ⇒ (7) + 3 + 2 + (3) + 2 = 17
(No discarded weapons/armors)
Drawing Mercenary
The mercenary stared curiously at the approaching halfling. I can offer you more than Letra. The fighter smiled and sheathed his sword. “Pay the man, Ardoc,” Meligaster instructed his valet.
Discarding Duskwarden Ranger to explore Ravine 4: Embiggen
Embiggen:
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Revealing monster Mercenary, using Nethys’s Duality
Arcane 8:1d12 + 2 + 1d4 + 1d4 ⇒ (6) + 2 + (3) + (4) = 15
Embiggen is acquired
A Duskwarden messenger caught up with Meligaster. I am your biggest patron. The ranger tossed him a scroll. “Support from the guild mage.”
Discarding Sage to explore Ravine 5: Norgorber’s Shadow
Norgorber's Shadow:
Core
Blessing 2
Traits:
Deity: Norgorber
Divine
Veteran
When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.
To Acquire:
Dexterity
Divine
Stealth 5+#
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Revealing monster Mercenary
DEX 5+3=8:1d8 + 1d4 ⇒ (5) + (1) = 6
Mercenary is recharged. Norgorber’s Shadow is banished
“Where’s my cut?” grumbled the mercenary. You’ve been paid enough. But the mercenary frowned and started to draw his sword. “Fine, you can go loot him,” said Meligaster, indicating a slain Norgorberite sage. The mercenary’s smile returned.
Displayed: Deck: 12 Discard: 2 Buried: 0
Notes: Move Meligaster to Kyra if necessary.
Ask before using: Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3; Embiggen
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Ravine 3, 4 are acquired.
Ravine 5 is banished.
Meligaster is at Ravine.
Hero Point: Card Feat: 7 allies
Upgrading new ally into Ally 3 Dreamstalker.
Replacing Loot Leech with Ectoplasm. Replacing Psychic Detective with Loot Leech.
Replacing Loot Duskwarden Ranger with Guard. Replacing Dreamstalker with Loot Duskwarden Ranger.
Replacing Loot Enervation with Ghost Whip. Replacing Inflict Pain with Loot Enervation.
Reserve: Setting aside Spell Burst of Adrenaline.
Starting at Tower.
Examining Djinn Favor Amulet, Conch Shell, Sign of the Thrush, Mask of the Mesmerists, Ghost Whip. Recharging Conch Shell, Sign of the Thrush, Ghost Whip
"Time to call in a favor." If the Pharasmans wanted him to fight for them, the least they could do was send one of their dream priestesses to fighting alongside him. Meligaster's growing network of associates directed him to a certain Pharasman whose talents seemed especially suitable to the mesmerist, one Sule of the Tower.
Displayed: Deck: 11 Discard: 0 Buried: 0
Notes: Move Meligaster to Kyra if necessary.
Ask before using: Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hourglass 1: Juggler o'clock: On your check, you may discard a card to reroll a die showing 1.
Burying Sage to examine Ruin 1: The Liar, Ruin 2: Spider Swarm, Twisting Passages 5: Chain Lightning, Twisting Passages 6: Bloodroot Poison, Twisting Passages 7: Wood Golem, Library 1: The Owl, Library 2: The Winged Serpent, Twisting Passages 4: Shock Glaive
The Liar:
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Spider Swarm:
CotCT
Monster 1
Traits:
Swarm
Vermin
To Defeat:
Combat 10
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Chain Lightning:
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Bloodroot Poison:
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Wood Golem:
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
The Owl:
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
The Winged Serpent:
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Shock Glaive:
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Level 1 in Ruin (The Liar, Spider Swarm)
Level 3 in Twisting Passages (Chain Lightning, Bloodroot Poison, Wood Golem)
Level 1 in Library (The Owl, The Winged Serpent)
Level 2 in Chambers (Shock Glaive)
When Meligaster saw what the bard had discovered, he immediately recognized the pattern. "Bekah, hold down those 3 tiles. Kyra, go back to the ruin and press the tile there." The halfling ran back to the library, calling out to Ranzak on the way, "Hit both buttons!" Then the egotist pressed one final panel on the side of a bookshelf. There was a rumble of machinery, and a book slid out, landing at Meligaster's feet. The puzzle was solved.
(During Ranzak's turn)
Meligaster is no longer Entangled. Moving to Twisted Passages
Meligaster felt increasing sensation return to his limbs as he walked down the twisted passage.
Meligaster wrote:
Hand:Deathgrip, Wolverine, Sage, Tayce Soldado (recharge at Urban for +1d6 to local non-combat), Hellknight of the Nail (recharge for +1d8 to local non-villain bane combat; the bane may be reloaded instead of shuffled into location),
Displayed:Exhausted,
Deck: 11 Discard: 11 Buried: 2
Notes: Ask before using: Can use without asking: Tayce Soldado; Hellknight of the Nail
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hourglass: Midwife o'clock: At the start of your turn, summon and encounter a monster.
Banishing Magical Mansion to recovery
Summoning Random Monster 1: Zombie
Zombie:
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Discarding Duskwarden Ranger as an Attack Force Magic spell, revealing ally Idorii, first monster check
Combat 9+6=15:1d12 + 2 + 2d4 + 3 + 1d4 + 2 ⇒ (5) + 2 + (3, 4) + 3 + (2) + 2 = 21
Zombie is banished
There was a groaning sound from outside. The rakshasa had been reborn as an undead! Lie down and stay dead. Meligaster forced the zombie to remain prone.
Exploring Cell 1: Iron Shackles
Iron Shackles:
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Revealing ally Wolverine
DEX 9:1d8 + 1d4 ⇒ (5) + (4) = 9
Iron Shackles are acquired
The halfling went to the guard station. I'm the only one who can restrain.
Discarding Idorii to explore Cell 2: Basilisk
Basilisk:
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Meligaster cannot make a CON/Fortitude 8 check. Meligaster is Entangled and Exhausted.
Ranzak must make a CON/Fortitude 8 check or become Entangled and Exhausted
Discarding Iron Shackles as an Attack Mental Magic spell, using Idorii, revealing ally Wolverine
Combat 12:1d12 + 2 + 2d4 + 2 + 2d4 + 1d4 ⇒ (4) + 2 + (4, 4) + 2 + (2, 1) + (4) = 23
Basilisk is banished
The mesmerist's keen eyes saw something approaching Ranzak, but realized too late that he was staring at a basilisk. If I can't move, you won't move either. Fortunately Idorii ran to her boss's aid, and slew the basilisk before it could turn Meligaster completely to stone.
Discarding Sign of the Daughter to explore Cell 3: Flask of Curses
Flask of Curses:
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Revealing ally Wolverine
Perception 8:1d8 + 3 + 1d4 ⇒ (4) + 3 + (1) = 8
Flask of Curses is banished
But then Meligaster observed that the rest of his posse were still lingering over tea. With a curse, he stormed back over and smashed the tea kettle. No one gets to drink unless I can.
Ending turn. Examining Cell 4: Ghoul Bat
Ghoul Bat:
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Recovery:
Arcane 10:1d12 + 2 ⇒ (12) + 2 = 14
Magical Mansion is recharged.
Resetting hand
Still the sickly bat fluttered.
Meligaster wrote:
Hand:Deathgrip, Wolverine, Sage, Tayce Soldado (recharge at Urban for +1d6 to local non-combat), Hellknight of the Nail (recharge for +1d8 to local non-villain bane combat; the bane may be reloaded instead of shuffled into location),
Displayed:Entangled, Exhausted,
Deck: 11 Discard: 11 Buried: 2
Notes: Ask before using: Can use without asking: Tayce Soldado; Hellknight of the Nail
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Random Monster 1 is banished.
Cell 1 is acquired.
Cell 2, 3 are banished.
Ranzak must make a CON/Fortitude 8 check or become Entangled and Exhausted.
Hourglass: All-Seeing Eye o’clock: When you would examine the top card of a location, you may examine the top 2 cards instead.
Moving to Cell
Burying Sacred Candle to draw The All-Seeing Eye
The All-seeing Eye:
Core
Blessing 3
Traits:
Deity: Nethys
Divine
When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.
To Acquire:
Intelligence
Arcane
Divine 8
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
It was dark in the cell, but candlelight was enough to reveal everything to the mesmerist’s eyes.
Hourglass: Incantation o’clock
Displaying Magical Mansion at Cell
Magical Mansion:1d4 + 1 ⇒ (3) + 1 = 4
Exploring Magical Mansion to heal Deathgrip, Duskwarden Ranger, Inflict Pain, Twitch Tonic
To recuperate from assassins and manticores, the egotist set up a small magical refuge in the darkness of the cell, the perfect size for himself.
Discarding The All-Seeing Eye to examine Cell 1: Tayce Soldado, Cell 2: Flask of Curses
Tayce Soldado:
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Flask of Curses:
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Recharging Flask of Curses into Cell
Using The All-Seeing Eye to explore Cell 1: Tayce Soldado
Tayce Soldado:
CotCT
Ally 2
Traits:
Hireling
Human
To Acquire:
Charisma
Diplomacy 9
OR Bury A Healing Card 0
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
First ally check, revealing ally Hellknight of the Nail
Diplomacy 9:1d12 + 3 + 2 + 1d4 ⇒ (1) + 3 + 2 + (3) = 9
Tayce Soldado is acquired
Meligaster saw some pathetic soul was drowning their sorrows in the cell. My tea is much healthier than whatever’s in that flask. The woman corked her bottle and cautiously approached, introducing herself as Tayce.
Discarding The Prince of Pain to explore Cell 3: Wolverine
Wolverine:
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Revealing ally Tayce Soldado, using The Prince of Pain with 8 discarded cards
WIS 9:1d4 + 1d4 + 4 ⇒ (4) + (1) + 4 = 9
Wolverine is acquired
The woman explained why she was so distraught. “It’s my poor pet wolverine, he’s not doing so good.” Meligaster stared at the beast. I alone can relieve your pain.
Discarding Hellknight of the Nail to explore Cell 4: Dandasuka
Dandasuka:
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Perception 7:1d8 + 3 ⇒ (7) + 3 = 10 Banishing Poison Blast to recovery, revealing ally Wolverine, resistant
Combat 11+4=15:1d12 + 2 + 2d12 + 1d4 ⇒ (8) + 2 + (11, 11) + (1) = 33
Unblessed: rerolling d12
Combat 15:33 - 11 + 1d12 ⇒ 33 - 11 + (6) = 28
Danduska is banished
The alert halfling saw that a rakshasa guard was returning. No need to raise an alarm. The halfling signaled to the hellknight, who finally released her toxic wave. The oblivious guard coughed and gasped as he was covered in a sickly purple goo, before slumping down dead.
Discarding Tayce Soldado to explore Cell 5: Venomous Dagger
Venomous Dagger:
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Meligaster cannot make a STR/Melee/DEX/Ranged/Stealth 11 check. Venomous Dagger is banished
The guard dropped his dagger when he fell. Tayce started towards it, but Meligaster called her back. “If I were you, I wouldn’t touch anything he touched.” Tayce quickly moved back into the mansion.
Ending turn. Examining Cell 6: Ghoul Bat
Ghoul Bat:
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Recharging Ghoul Bat into Cell
Recovery:
Arcane 14:1d12 + 2 ⇒ (2) + 2 = 4
Poison Blast is discarded.
Resetting hand
(At the start of Kyra’s turn)
Twitch Tonic:1d4 + 1 ⇒ (3) + 1 = 4
Banishing Twitch Tonic to recovery to heal Hellknight of the Nail, Psychic Detective, Valet, Tayce Soldado.
Recovery: Twitch Tonic is banished
Meligaster led Tayce back inside the mansion. “It’s time for tea!” he said excitedly, gathering his lackeys together to attend him. No one was left outside to see a sickly white bat flutter by.
Displayed:Magical Mansion (display at a location to let local characters heal 1d4+1 instead of their first exploration until closed/start of my turn),
Deck:1511Discard:711Buried: 1
Notes: Magical Mansion is displayed at Cell until start of Meligaster’s next turn.
Ask before using: Can use without asking: Sign of the Daughter; Idorii
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Hour is acquired.
Cell 1, 3 are acquired.
Cell 4, 5 are banished.
Cell 2, 6 (Flask of Curses, Ghoul Bat) are recharged into Cell.
Magical Mansion is displayed at Cell.
Meligaster is at Cell.
(During Ranzak's turn)
Manticore: Discarding Inflict Pain, Fiery Glare for 2 Combat damage.
There was a yelp of pain from the library. "Watch it with those manticores!"
Meligaster wrote:
Hand:Sacred Candle (bury for Meligaster to draw the hour), Magical Mansion (display at a location to let local characters heal 1d4+1 instead of their first exploration until closed/start of my turn), The Prince of Pain (freely discard for +9; heal if failed), Hellknight of the Nail (recharge for +1d8 to local non-villain bane combat; the bane may be reloaded instead of shuffled into location), Poison Blast (banish to recovery for +2d8 and Attack Magic Poison to local combat),
Displayed: Deck: 11 Discard: 10 Buried: 0
Notes: Meligaster will cast Magical Mansion on his next turn.
Ask before using: Hellknight of the Nail; Magical Mansion
Can use without asking: Poison Blast; The Prince of Pain; Sacred Candle
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
(During Bekah's turn)
Since Meligaster took Enervation as Loot, Bekah at end of turn actually examined Ruin 3: Enervation Random Spell 1: Charm Person
Charm Person:
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Bekah recharges Charm Person into Library
(Meligaster's turn)
Hourglass 1: Cricket o'clock: When a character moves on their turn, each other local character may move with them.
Exploring Library 1: Magical Mansion
Magical Mansion:
CotCT
Spell 3
Traits:
Arcane
Magic
Healing
To Acquire:
IntelligenceArcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Using Library, revealing ally Psychic Detective
Arcane 8:1d12 + 2 + 1d6 + 1d4 ⇒ (8) + 2 + (2) + (1) = 13
Magical Mansion is acquired
The halfling lingered in the library, studying the spell that the evoker has cast in the pits. My chambers are everywhere.
Discarding Psychic Detective to examine Library 2: Poison Blast
Poison Blast:
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
Recharging Poison Blast into Library.
Using Psychic Detective to explore Random Spell 1: Charm Person
Charm Person:
Core
Spell 1
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 6
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Using Library
Arcane 6:1d12 + 2 + 1d6 ⇒ (12) + 2 + (2) = 16
Charm Person is acquired
Banishing Charm Person to recovery to draw Random Diplomacy Ally 1: Hellknight of the Nail
Hellknight of the Nail:
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
But a terrifyingly armored figured emerged. "Your savagery must be quelled!" Meligaster recognized the spell she was about to cast, a blast of poison that would engulf the library. "Wait! Don't you recognize me?" The mesmerist quickly charmed the hellknight. "It's me, your good friend Meligaster!" The armored figure slowly lowered her arm.
Discarding Blessing of Pharasma to explore Library 2: Poison Blast
Poison Blast:
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
Using Library, revealing ally Hellknight of the Nail
Arcane 12:1d12 + 2 + 1d6 + 1d4 ⇒ (6) + 2 + (4) + (3) = 15
Poison Blast is acquired
Meligaster didn't stop talking. "We're tracking down a Pharasman named Letra. That must the savage you're looking for. Come, help us find them!" Put that poison blast to good use. The knight nodded. "Onward."
Leaving empty Library open.
Ending turn. (No cards in location to examine.)
Recovery: Charm Person is buried
Meligaster wrote:
Hand:Fiery Glare, Magical Mansion (display at a location to let local characters heal 1d4+1 instead of their first exploration until closed/start of my turn), Inflict Pain (freely banish to recovery for +1d12+2 and Mental/+1d8+3 and Mental to local combat), Hellknight of the Nail (recharge for +1d8 to local non-villain bane combat; the bane may be reloaded instead of shuffled into location), Poison Blast (banish to recovery for +2d8 and Attack Magic Poison to local combat),
Displayed: Deck: 11 Discard: 8 Buried: 0
Notes: Ask before using: Hellknight of the Nail
Can use without asking: Magical Mansion; Inflict Pain; Poison Blast
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Library 1, 2 are acquired.
Random Spell 1 (Charm Person) is acquired. (in place of Ruin 3)
Random Ally 1 (Hellknight of the Nail) is acquired.
Displayed: Deck: 10 Discard: 6 Buried: 0
Notes: Ask before using: Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for Boon 3; Inflict Pain
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
(During Bekah's turn)
Ranzak recharges Staff of Minor Healing to remove Meligaster's Wounded
At least the goblin brought healing along with assassins.
(Meligaster's turn)
Hourglass 2: Prince o' Pain(taken as Loot by Kyra) Random Blessing 1: Prayer o'clock
Moving to Library
Exploring Library 1: Evil Eye
Evil Eye:
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Arcane 6+3=9:1d12 + 2 ⇒ (10) + 2 = 12 Evil Eye is banished
His chamber disturbed, Meligaster went to the library, with an evil glint in his eye. He would repay those who had wronged him.
Ending turn. Examining Library 2: Basilisk
Basilisk:
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Recharging Basilisk into Cell
Resetting hand
A book had been left open, "Caring for Your Pet Basilisk". Meligaster took a quick read of the page. "Upon maturity, your basilisk should be moved to an secure and fully opaque enclosure approximately 30 feet by 20 feet."
(At the start of Kyra's turn)
Leech:1d4 - 1 ⇒ (1) - 1 = 0
Recharging Leech for nothing
The halfling took out a leech, but it was ineffective after the magical healing of Ranzak's staff.
Displayed: Deck:98Discard: 7 Buried: 0
Notes: Ask before using: Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for Boon 3; Inflict Pain
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Hourglass is off by 1 (from Bekah's turn).
Random Blessing 1 (Prayer) is in hourglass discard pile.
Library 1 is banished.
Library 2 (Basilisk) is recharged into Cell.
Ranzak recharges Staff of Minor Healing.
Meligaster is at Library.
(During Ranzak's turn)
Assassination Squad: Discarding Burst of Adrenaline for 1 Fire damage.
Summoning Red Mantis Assassin
Red Mantis Assassin:
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Recharging Sage
Perception 4+3=7:1d8 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9
Banishing Deathgrip to recovery, resistant, revealing ally Idorii, recharging Idorii, first monster check
Combat 10+6+4=20:1d12 + 2 + 2d8 + 1d4 + 1d4 + 2 ⇒ (6) + 2 + (2, 2) + (1) + (1) + 2 = 16
Discarding Twitch Tonic for 4 Combat damage. (No cards left in hand.) Meligaster is Wounded. Red Mantis Assassin is banished.
Recovery:
Arcane 10:1d12 + 2 ⇒ (4) + 2 = 6
Deathgrip is discarded
Meligaster had read enough sage accounts of the Red Mantis to know that they would be back. And so he wasn't surprised the chamber door exploded. You still don't have enough experience to be a killer. But the Red Mantis had sent better assassins this time, and they were not swayed by his mesmerism. The assassin dodged Idorii's sword and resisted Meligaster's deathgrip, to strike a crippling blow against the halfling before Ranzak was able to drive them away.
Meligaster wrote:
Hand:
Displayed:Wounded,
Deck: 13 Discard: 7 Buried: 0
Notes: Ask before using: Can use without asking:
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hourglass 1: Desna's Freedom o'clock: On each check, the first blessing played to bless may be played freely.
Exploring Chambers 1: Ausio Carowyn
Ausio Carowyn:
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Revealing Valet, revealing ally Duskwarden Ranger, first ally check
Diplomacy 7:1d12 + 3 + 2 + 1d4 + 2 ⇒ (4) + 3 + 2 + (4) + 2 = 15
Ausio Carowyn is acquired
A noble entered the chamber and stopped. "What are you doing in my room?" Meligaster stared at him. Why do you think this is your room? The man suddenly looked confused, but the valet brought up a chair, and the aristocrat looked relieved and took a seat.
Discarding Duskwarden Ranger to explore Chambers 2: Red Mantis Initiate
Red Mantis Initiate:
CotCT
Monster 2
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 10+##
OR Wisdom 5+#
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Ranged Combat damage, Duskwarden Ranger:1d4 - 1d4 ⇒ (3) - (4) = -1 Duskwarden Ranger prevents 3 Ranged Combat damage
Banishing Enervation to recovery
Enervation:2d4 ⇒ (4, 2) = 6
Discarding Sign of the Thrush as an Attack Magic Mental spell, revealing Ausio Carowyn
Combat 10+6-6=10:1d12 + 2 + 2d4 + 1d4 ⇒ (5) + 2 + (3, 4) + (3) = 17
Red Mantis Initiate is banished
The Duskwarden bodyguard suddenly tensed, and swung a staff at something in the shadows. An would-be assassin had snuck in behind the aristocrat! But the ambush was ruined. You don't have enough experience to be a killer. The man took off his red mask and fled.
Discarding Ausio Carowyn to explore Chambers 3: Twitch Tonic
Twitch Tonic:
CotCT
Item 2
Traits:
Alchemical
Liquid
Healing
To Acquire:
IntelligenceCraft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Revealing ally Valet. Ranzak recharges Blessing of the Quartermaster INT 10:2d8 + 1 + 1d4 ⇒ (7, 1) + 1 + (1) = 10
Twitch Tonic is acquired
A cuckoo clock chimed, and Meligaster made a motion. "Tea time! Some tea and biscuits for my friends!" Drink up and relax. The civilized beverage helped the aristocrat settle down after the assassination attempt.
Discarding Valet to explore Chambers 4: Deathgrip
Deathgrip:
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Using Valet
Arcane 8:1d12 + 2 + 1d6 ⇒ (10) + 2 + (4) = 16
Deathgrip is acquired
"My name is Ausio," he introduced. The mesmerist shook the aristocrat's hand with a firm handshake, the tight grip making it perfectly clear who was in charge here. "A pleasure to meet you," smiled Meligaster.
Ending turn. Examining Chambers 5: Ill Tidings
Ill Tidings:
CotCT
Barrier 1
Traits:
Curse
To Defeat:
None 0
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Recharging Ill Tidings into Shrine
Meligaster probably should have notified the rest of the party about the Red Mantis, but he figured that the ill tidings would find them soon enough.
Recovery:
Arcane 8:1d12 + 2 ⇒ (7) + 2 = 9
Enervation is recharged.
Resetting hand
Meligaster wrote:
Hand:Twitch Tonic (banish to heal 1d4+1 allies local), Idorii (recharge for +1d4 to local combat), Burst of Adrenaline (banish to recovery to allow a local explorer to discard a card to doublebless STR/DEX/CON but cannot explore again this turn), Sage, Deathgrip,
Displayed: Deck: 11 Discard: 4 Buried: 0
Notes: Ask before using: Twitch Tonic
Can use without asking: Idorii; Burst of Adrenaline
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
Hero Points: 2
Summary:
Chambers 1, 4 are acquired.
Chambers 2, 3 are banished.
Chambers 5 (Ill Tidings) is recharged into Shrine.
Ranzak recharges Blessing of the Quartermaster.
Hero Point: Role: Egotist and Power Feat: For your combat check, you may discard a card to use your Arcane skill +2d4 plus the card's adventure deck number and add the Attack, Magic, and Force or Mental traits. This counts as playing a spell.
Upgrading Ally B Noble Brat into Ally 3 Valet
Upgrading Spell B Acid Jet into Spell 3 Create Mindscape
Replacing loot Leech with Psychic Detective. Replacing Ectoplasm with Loot Leech (unless Kyra wanted it instead)
Replacing loot Enervation with Inflict Pain. Replacing Ghost Whip with loot Enervation
Replacing Guard with Loot Duskwarden Ranger.
Reserve: Setting aside Spell Create Mindscape
Starting at Chambers
Ranzak had deactivated the last stone construct, but it wasn't enough for Meligaster. Angrily, he cast wave after wave of magical energy into the unmoving stone constructs. They would be under the mesmerist's control. It didn't matter if they were mindless, it didn't matter if they were dead. They would be his minions; if not by mesmerism, than by brute psychic force. The constructs jerked and spasmed as Meligaster unleashed his mental energy at them, grinding them into dust with each blast, punctuating each buffet with a brutal word.
When it was over, Meligaster exhaled. *He* was in control. This was *his* chamber. An obedient valet was attending to *his* needs. Everyone, everything was just a pawn in *his* mindscape, to be used as *he* saw fit.
Meligaster smiled- to himself, of course.
Meligaster wrote:
Hand:Duskwarden Ranger, Enervation (freely banish to recovery for -2d4 to combat difficulty), Burst of Adrenaline (banish to recovery to allow a local explorer to discard a card to doublebless STR/DEX/CON but cannot explore again this turn), Valet, Sign of the Thrush (discard to bless/recharge to bless if vs ally),
Displayed: Deck: 12 Discard: 0 Buried: 0
Notes: Ask before using: Sign of the Thrush
Can use without asking: Blessing if would recharge; Blessing for Boon 3; Enervation; Burst of Adrenaline
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) ([] 2d8) plus the card's adventure deck number and add the Attack, Magic, and ([X] Force or) Mental traits. This counts as playing a spell.
On your first ([] or any) check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.) ([] If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
[] When you would recharge, discard, or bury an ally from your hand for its power, you may banish it instead, then recharge an ally from the box. [] Add 2 ([] 4) to your checks that invoke the Outsider trait, and you may also add the Force trait.
(During Bekah's turn)
Stone Guardian: Meligaster cannot make a CON/Fortitude 7 check. Meligaster remains Drained.
"This is the worst," grumbled Meligaster weakly, as Bekah encouraged them downward.
(Meligaster's turn)
Hourglass 1: Midwife o'clock: At the start of your turn, summon and encounter a monster.
Summoning Random Monster 1: Dire Lion
Dire Lion:
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Meligaster cannot make a Stealth/Survival 7 check
Combat damage:1d4 ⇒ 2
Recharging Djinn Favor Amulet to prevent 2 Combat damage
Banishing Enervation to recovery
Enervation:2d4 ⇒ (3, 1) = 4
Banishing Acid Jet to recovery, revealing ally Guard, first monster check
Combat 17-4=13:1d12 - 1 + 2 + 1d6 - 1 + 1d4 - 1 + 2 ⇒ (8) - 1 + 2 + (2) - 1 + (4) - 1 + 2 = 15
Non-Fire: -2=13. Dire Lion is banished
But before he could proceed, a lion pounced on Meligaster from behind! The mother of the beast that Kyra slew was out for revenge. Only the djinn amulet saved him from the giant cat's raking claws. The mesmerist channeled his despair into the beast. Your cub is dead. Nothing you do will bring it back. The lion roared in grief, and Meligaster cast a stream of acid into the darkness until the growling stopped.
Core
Spell 1
Traits:
Arcane
Magic
Attack
Fire
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Revealing ally Guard, drained
Arcane 8:1d12 - 1 + 2 + 1d4 - 1 ⇒ (12) - 1 + 2 + (3) - 1 = 15
Fire Bolt is acquired
The blackness of the pits felt so oppressive. "Enough of this darkness." The mesmerist cast a spell, and a wisp of smoke arose from his hand. Now you'll be able to look into my eyes.
Displayed:Drained,
Deck: 15 Discard: 2 Buried: 0
Notes: With a Fire spell + Blessing of Pharasma, Meligaster might be able to avenge a henchman? Undraining Meligaster is a low priority, since he'll get redrained so easily.
Ask before using: Blessing of Pharasma; Guard
Can use without asking: Blessing if would recharge; Blessing for henchman
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Hero Points: 2
Summary:
Random Monster 1 is banished.
Pits 4-20 is acquired.
(During Kyra's turn)
Stone Guardian: Meligaster cannot make a CON/Fortitude 7 check. Meligaster remains Drained.
Magical Mansion is banished to recovery.
Recovery: Drained
Arcane 10:1d12 - 1 + 2 ⇒ (12) - 1 + 2 = 13
Magical Mansion is recharged
But all too soon, the magical oasis was disrupted by the next construct, and Kyra was urging them to follow. The halfling wearily continued onward.
Displayed:Drained,
Deck: 15 Discard: 1 Buried: 0
Notes: Undraining Meligaster is a low priority, since he'll get redrained so easily.
Ask before using: Guard; Enervation
Can use without asking: Enervation for henchman
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
(Resuming turn)
Revealing ally Guard. Ranzak banishes Good Omen Arcane 8:1d12 - 1 + 2 + 1d4 - 1 + 1d6 - 1 + 3 ⇒ (1) - 1 + 2 + (4) - 1 + (2) - 1 + 3 = 9
Magical Mansion is acquired
Displaying Magical Mansion at Pits 3
Magical Mansion:1d4 + 1 ⇒ (3) + 1 = 4
Exploring Magical Mansion: Seeking Shortbow, Circlet of Mental Acuity, Duskwarden Ranger, Evoker are healed
...and Meligaster intuited what the halfling wizard was trying to do. Speak up. Someone may have what you need. The wizard broke her silence. "I'm a evoker, not a conjuror, but I might have a solution. Does anyone have a silver spoon?" Fortunately, Ranzak had the requisite material component- nobody asked how he got it- and the wizard summoned a extra-dimensional house.
The warm food and fresh beds were just what Meligaster wanted, and he doubted he was the only one.
Displayed:Drained, Magical Mansion (display at a location to let local characters heal 1d4+1 instead of their first exploration until closed/start of my turn),
Deck: 14 Discard: 1 Buried: 0
Notes: Magical Mansion is displayed at Pits 3 until it closes or start of Meligaster's next turn. Undraining Meligaster is a low priority, since he'll get redrained so easily.
Ask before using: Guard; Enervation
Can use without asking: Enervation for henchman
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Hero Points: 2
Summary:
Random Spell 1 (Magical Mansion) is acquired.
Magical Mansion is displayed at Pits 3.
Ranzak shuffles The Unveiling into his deck.
Ranzak banishes Good Omen.
(During Bekah's turn)
Kyra shuffles The Unveiling into someone else's deck (Ranzak maybe? If neither Ranzak nor Bekah especially want it, Meligaster can take it) to remove Meligaster's Plagued
Kyra using the balm to treat Meligaster's rat bite.
(Meligaster's turn)
Hourglass 2: The Mute Hag: At the start of your turn, summon and encounter a spell.
Summoning Random Spell 1: Magical Mansion
Magical Mansion:
CotCT
Spell 3
Traits:
Arcane
Magic
Healing
To Acquire:
IntelligenceArcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
"We are not going to make it through at this rate," sighed Meligaster. The halfling wizard didn't bother to respond. Meligaster realized that she had been quiet for some time now. The mesmerist wondered if her silence indicated that she was working on an idea...
(During Kyra’s turn)
Foes on All Sides: Summoning Danger: Random Monster 3: Diseased Rats
Diseased Rats:
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Discarding Evoker as an Attack Mental Magic spell, vulnerable, revealing ally Guard, first monster check, drained
Combat 13+3=16 (20):1d12 - 1 + 2 + 2d4 - 2 + 1 + 4 + 1d4 - 1 + 2 ⇒ (6) - 1 + 2 + (1, 4) - 2 + 1 + 4 + (4) - 1 + 2 = 20
Non-Fire: -1=19. Diseased Rats are banished. Meligaster is Plagued.
Kyra had barely shouted her warning when Meligaster felt something small and furry brush past him. Scurry back into the darkness. But drained and without better light, he couldn’t repel all the rats fast enough, even with the evoker’s help. Something nipped his exposed toes.
Displayed:Drained, Plagued,
Deck: 11 Discard: 5 Buried: 0
Notes: Undraining Meligaster is a low priority, since he'll get redrained so easily. Plagued, however...
Ask before using: Guard
Can use without asking:
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
(During Bekah's turn)
Stone Guardian: Meligaster cannot make a CON/Fortitude 7 check. Meligaster remains Drained.
(Meligaster's turn)
Hourglass 1: Inquisitor o'clock: You may not use powers to reroll dice.
Shuffled Pits 3:1d20 ⇒ 7
Exploring Pits 3-7: The Unveiling
The Unveiling:
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Revealing monster Evoker, drained. Bekah recharges Noble. Craft 5:1d4 - 1 + 1d4 - 1 + 1d6 - 1 ⇒ (1) - 1 + (4) - 1 + (4) - 1 = 6
The Unveiling is acquired.
Shuffling The Unveiling into Kyra's deck to remove Kyra's Drained (or Ranzak's if she's not currently Drained)
Meligaster looked around the catacombs. "Look at all this finery that nobles are buried with," he said incredulously. We need it more than they do. He took a vial of some liquid and slipped it into Kyra's pack.
Displayed:Drained,
Deck: 11 Discard: 4 Buried: 0
Notes: Undraining Meligaster is a low priority, since he'll get redrained so easily.
Ask before using: Guard
Can use without asking:
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Hero Points: 2
Summary
Pits 3-7 is acquired.
Bekah recharges Noble.
Kyra shuffles The Unveiling into her deck.
Kyra (or Ranzak) is no longer Drained.
(During Kyra's turn)
Blessing of Pharasma is healed.
(During Ranzak's turn)
Stone Guardian: Meligaster cannot make a CON/Fortitude 7 check. Meligaster remains Drained.
Recovery: Drained
Arcane 8:1d12 - 1 + 2 ⇒ (11) - 1 + 2 = 12
Enervation is recharged.
Kyra's prayers kept Meligaster going. When the next construct approached, the halfling gave it a taste of its own medicine.
Displayed:Drained,
Deck: 12 Discard: 4 Buried: 0
Notes: Undraining Meligaster is a low priority, since he'll get redrained so easily.
Ask before using: Can use without asking:
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
(During Kyra's turn)
Sign of the Daughter is healed
(During Bekah's turn)
Stone Guardian: Meligaster cannot make a CON/Fortitude 7 check. Meligaster is Drained
Whatever hope Kyra's prayer provided was drained away when the first of the stone guardians emerged.
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Element:1d6 ⇒ 3 Random local character (1=Meligaster, 2=Kyra, 3=Ranzak, 4=Bekah):1d4 ⇒ 4 Bekah takes 1 Electricity damage(presumably she'll reveal Ring of Protection)
Revealing Circlet of Mental Acuity, revealing ally Duskwarden Ranger, first monster check, drained
Arcane 7+3=10:1d12 - 1 + 2 + 1 + 1d4 - 1 + 2 ⇒ (9) - 1 + 2 + 1 + (4) - 1 + 2 = 16 Electricity damage:1d4 ⇒ 4
Discarding Duskwarden Ranger, Blessing of Pharasma, Circlet of Mental Acuity, Seeking Shortbow for 4 Electricity damage
Drawing Evoker
As Bekah entered the pit, there was a quick crack of electricity. Meligaster started to cast a counterspell, but the evoker turned her attention onto the mesmerist, releasing a shower of sparks the enveloped him. Mages need to stick together in here. The lightning ceased, and the halfling approached her fellow halfling timidly. "Oops! I'm so sorry! I thought you were one of those nasty constructs."
Displayed:Drained,
Deck: 10 Discard: 5 Buried: 0
Notes: Undraining Meligaster is a low priority, since he'll get redrained so easily.
Ask before using: Enervation
Can use without asking: Enervation for henchman
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Hero Points: 2
Summary:
Cave 2 is acquired.
Bekah takes 1 Electricity damage.
Hourglass: Vision o'clock: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
Examining and encountering Caves 1: Circlet of Mental Acuity
Circlet of Mental Acuity:
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
CHA 11:1d12 + 1 ⇒ (12) + 1 = 13 Circlet of Mental Acuity is acquired
Caves are shuffled
Meligaster was still whining. He had put on a silvery circlet and closed his eyes. "I do not see this ending well."
Core
Item 1
Traits:
Magic
Object
To Acquire:
Intelligence
Wisdom
Charisma 11
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Revealing Circlet of Mental Acuity
CHA 11:1d12 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Gem of Mental Acuity is banished
The gem on the circlet was glowing brightly in the darkness. The halfling pried the luminescent stone out. "I do not need to be more of a target," he grumbled.
Core
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 11
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Discarding Sign of the Daughter, revealing ally Duskwarden Ranger. Bekah recharges Lightning Touch for bardic inspiration DEX 11:2d8 + 1d4 + 1d4 + 1 ⇒ (5, 3) + (3) + (1) + 1 = 13
Seeking Shortbow is acquired
Inspired by Bekah's new gear, Meligaster looked enviously at the rangers' bows. I can't find Letra without a weapon. One of the duskwardens suddenly unshouldered a small bow. "Letra is my daughter. Take this, maybe it will help you seek her."
Displayed: Deck: 12 Discard: 2 Buried: 0
Notes: Ask before using: Blessing of Pharasma; Enervation
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Enervation for henchman
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Hero Points: 2
Summary:
Caves 1, 6 are acquired.
Caves 9 is banished.
Caves are shuffled.
Bekah recharges Lightning Touch.
Gaining Hero Point
Reserving an extra Spell (taking Spell B Acid Jet).
Upgrading Item B Dreamcatcher into Item 2 Mask of the Mesmerists
Replacing Loot Leech with Guard. Replacing Psychic Detective with Loot Leech
Reserve: Setting aside Spell Burst of Adrenaline
"Do we really have to do this?" Meligaster whined. The only reason the halfling even came this far was because the Duskwardens had offered to pay him upfront in spell scrolls. The mesmerist might not be able to put on a brave face, but he could at least put on a mask.
Displayed: Deck: 12 Discard: 0 Buried: 0
Notes: :(
Ask before using: Blessing of Pharasma; Sign of the Daughter, Sign of the Thrush; Enervation
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 3; Enervation for henchman
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Monster 2
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 10+##
When examined, suffer 1 Acid damage.
Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0).
If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.
Discarding Boggart as an Attack Magic Mental spell, revealing ally Duskwarden Ranger, first monster check
Combat 10+2=12:1d12 + 2 + 2d4 + 1 + 1d4 + 2 ⇒ (10) + 2 + (4, 2) + 1 + (3) + 2 = 24
Acid Mantis Queen is banished
Meligaster once more waved off a mantis threatening to flank Bekah. Everyone else in the hive has abandoned your queen. Do you really want to be the last one fighting for her?
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examines, suffer 1 Acid damage. Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0). If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.
Discarding Dire Badger as an Attack Mental Magic spell, revealing ally Ectoplasm, first monster check
Combat 10+2=12:1d12 + 2 + 2d4 + 1 + 1d4 + 2 ⇒ (8) + 2 + (2, 2) + 1 + (1) + 2 = 18
Acid Mantis Queen is banished.
Meligaster is no longer Entangled.
Moving to Oubliette
Meligaster followed Bekah out of the mine, grateful that she had disentangled them. A mantis threatened to flank Bekah as they exited, but Meligaster waved it off. Your queen is doomed. Leave her to her fate.
(Meligaster's turn)
Hourglass 3: Undead time!: Summon and encounter the danger.
Revealing Hourglass 4: Asmodeus's Tyranny, Hourglass 5: The Real Rabbit Prince, Hourglass 6: The Liar
Random Undead story bane:1d6 ⇒ 1
Summoning Danger: Random Undead story bane: Ancient Skeleton
Ancient Skeleton:
Story Bane
Type: Monster
Traits: Skeleton Undead Veteran
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.
Discarding Ectoplasm to evade Ancient Skeleton. Ancient Skeleton is banished
In the oubliette, it was easy to recognize the danger posed by some skeletons. With some strategically placed ectoplasm, the halfling ensured that the bones wouldn't be able to rise against them.
Giving Rapier back to Bekah
Banishing Dreamcatcher to recovery to draw Leech
Satisfied, Meligaster returned the bard her rapier. "Glad I didn't need to use this, but I owe you for getting us out of there. Can I repay you with some healing?"
Exploring Oubliette 1: Boggart
Boggart:
Core
Monster 1
Traits:
Fey
To Defeat:
Knowledge
Perception 4
THEN Combat 10
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Revealing ally Leech, first monster check
Perception 4:1d8 + 3 + 1d4 + 2 ⇒ (4) + 3 + (4) + 2 = 13
Discarding Sign of the Thrush as an Attack Mental Magic spell, revealing ally Leech
Combat 10:1d12 + 2 + 2d4 + 1d4 ⇒ (3) + 2 + (4, 4) + (4) = 17
Drawing Boggart
But first the mesmerist noticed an odd fey energy in one corner of the room. They forgot about you, but I know you're here. Meligaster smiled as a boggart appeared. Follow me and I'll give you your freedom. The fey creature smiled back.
Leech:1d4 - 1 ⇒ (4) - 1 = 3 Recharging Leech to heal Bekah for 3
As promised, Meligaster offered some leeches to the bard.
Ending turn. Recovery:
Perception 8:1d8 + 3 ⇒ (5) + 3 = 8
Dreamcatcher is recharged.
Resetting hand
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Hero Points: 1
Summary:
Oubliette 1 is acquired.
Bekah receives Rapier.
Bekah is healed for 3.
Meligaster is at Oubliette.
Hourglass 1: Calistria's Sting o'clock: You may avenge by discarding a card.
Revealing Hourglass 2: The Foreign Trader, Hourglass 3: The Rakshasa, Hourglass 4: Benefaction
Shuffled Mine:1d8 ⇒ 3
Exploring Mine 3: Snake Oil Seller
Snake Oil Seller:
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Meligaster (d4 WIS) encounters
Revealing ally Ectoplasm
INT 6:1d8 + 1 + 1d4 ⇒ (6) + 1 + (2) = 9
Snake Oil Seller is banished
Meligaster's head was still spinning as he followed Bekah. While the bard went off to attempt an exorcism, an unsavory-looking miner approached the halfling stumbling by himself. The dwarf held out a small flask. "Need a sip of tonic? Only 10 gold." Meligaster just stared. You'll never have any hope of a sale unless you offer the real stuff first.
The miner suddenly pulled out a second flask. "Actually, try a sip of this first. It'll pick you right up."
Meligaster smiled. "I think I'm feeling better already."
Ending turn.
Dazed: Shuffling hand into deck. Meligaster is no longer Dazed
Resetting hand
Displayed:Entangled,
Deck: 8 Discard: 6 Buried: 0
Notes: Move Meligaster to Kyra if necessary.
Ask before using: Sign of the Thrush
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 2
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
(Meligaster's turn)
Hourglass 1: Iomedae's Justice o'clock: On your check against an Outsider card, add 1d4.
Revealing Hourglass 2: Sands of the Hour, Hourglass 3: The Juggler, Hourglass 4: Benefaction
Moving to Mine
Exploring Mine 2: Evil Eye
Evil Eye:
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Revealing ally Sage
Arcane 6+2=8:1d12 + 2 + 1d4 ⇒ (2) + 2 + (3) = 7
Sage is recharged. Mine is Entangled. Meligaster is Entangled. Bekah is Entangled
Meligaster is Dazed. Evil Eye is banished
Meligaster came down to see what Bekah and the minion were chatting about. Serve me and you'll be rewarded. But the minion shot him a dirty look. "I'm not looking for a bribe. I just don't want to get in trouble. And you two are trouble." The minion extinguished his torch and fled, plunging the mine into utter darkness. Meligaster blindly tried to follow, but walked face-first into a wall and was dazed.
Displayed:Dazed, Entangled,
Deck: 9 Discard: 5 Buried: 0
Notes: Move Meligaster to Kyra if necessary.
Ask before using: Blessing of Pharasma; Sign of the Thrush
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 2
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Hero Points: 1
Summary:
Mine 2 is banished.
Mine is Entangled.
Bekah is Entangled.
Meligaster is at Mine.
Displayed: Deck: 10 Discard: 5 Buried: 0
Notes: Move Meligaster with Kyra.
Ask before using: Blessing of Pharasma
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 2
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Cannot be evaded. All damage is Poison.
Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.
Perception 3+2=5:1d8 + 3 ⇒ (1) + 3 = 4 Meligaster is Entangled
Discarding Henchman A2 as an Attack Mental Magic spell. Kyra discards Iomedae's Justice Combat 10+4=14:2d12 + 2 + 2d4 + 2 ⇒ (3, 4) + 2 + (2, 1) + 2 = 14
Monstrous Spider is banished. Spider Nest is closed. Meligaster is no longer Entangled. Kyra must move. Meligaster will move with Kyra.
Kyra's blow was deflected, and Meligaster had to use a minor wish to avoid the toxic retort. But it was enough to give him an opening. With a gesture, the halfling looped an invisible cord around the mantis's thorax, pinning it in place long enough to focus his suggestive power upon it. "Attack the spiders! That is the just thing to do!" The mantis obediently turned on their fellow vermin. But the arachnid was quick to respond, shooting a web that surprised Meligaster and pinned his pawn. The mantis struggled against the sticky goo, and for a moment it didn't seem like it would get free, but the mandibles were able to lacerate the webbing, and then the spider, and then the rest of the spider nest.
"Let's get out of here before it realizes there are no more spiders," Meligaster whispered to Kyra.
Ending turn. Recovery:
Perception 8:1d8 + 3 ⇒ (1) + 3 = 4
Ghost Whip is discarded. Resetting hand
Displayed: Deck: 10 Discard: 4 Buried: 0
Notes: Move Meligaster with Kyra.
Ask before using: Blessing of Pharasma; Sign of the Daughter
Can use without asking: Blessing if would recharge; Blessing for villain/henchman/closing; Blessing for Boon 2
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Hero Points: 1
Summary:
Spider Nest 1 is acquired.
Spider Nest is closed.
Kyra discards Iomedae's Justice.
Kyra must move.
Meligaster is at Kyra's location.
Hourglass 1: Gozreh's Growth o'clock: On your check against an Animal or Elemental card, add 1d4.
Revealing Hourglass 2: Benefaction, Hourglass 3: The Trumpet, Hourglass 4: Asmodeus's Tyranny
Exploring Spider Nest 1: Henchman A2: Acid Mantis Queen
Acid Mantis Queen:
Monster
Traits: Trigger Vermin Veteran
To Defeat: Combat 10+##
When examines, suffer 1 Acid damage. Before acting, a local character summons and encounters this monster, treating # as 1 lower (minimum 0). If undefeated, a random local character suffers 1d6 Acid damage (maximum #), then recharge this monster into its location.
A pair of mantises approached Kyra and Meligaster. The mesmerist hoped that the axe-wielding cleric would be a sufficient distraction.
Pausing for Kyra to summon a #-1 Acid Mantis Queen.
(During Kyra's turn)
Dire Badger is healed
Recovery:
Perception 8:1d8 + 3 ⇒ (1) + 3 = 4
Burst of Adrenaline is discarded
(During Ranzak's turn)
Recovery:
Arcane 8:1d12 + 2 ⇒ (5) + 2 = 7
Enervation is discarded
Enemies were approaching on all sides. Meligaster sped up Kyra, and slowed a mantis nearing Ranzak, hoping it was enough help.
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Hourglass 3: Urgathoa's Gluttony o'clock: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
Revealing Hourglass 4: The Inquisitor, Hourglass 5: The Joke, Hourglass 6: Gozreh's Growth
Kyra buries Sacred Candle to draw Urgathoa's Gluttony
Hourglass 2: Incitation
Moving to Spider Nest
Exploring Spider's Nest 1: Giant Badger
Dire Badger:
Core
Monster 1
Traits:
Animal
To Defeat:
Combat 11
OR Perception
Survival 6
If undefeated, shuffle this monster into a random location.
If defeated by a combat check, suffer 1d4 Combat damage.
Revealing Conch Shell, revealing ally Leech, first monster check
Perception 6:1d8 + 3 + 1d6 + 1d4 + 2 ⇒ (8) + 3 + (4) + (4) + 2 = 21
Dire Badger is acquired
Meligaster looked around for something to test his suggestions on, and spotted a large badger. Let's go hunting. The animal docilely followed him.
Discarding Leech to explore Spider Nest 2: Giant Fly
Giant Fly:
Core
Monster 1
Traits:
Vermin
To Defeat:
Combat 10
If undefeated, bury a random card from your discards.
After acting, shuffle this monster into a random other location.
Discarding Dire Badger as an Attack Mental Magic spell, using Leech, using Banner of the Ancient Kings
Combat 10:1d12 + 2 + 2d4 + 1 + 1d4 + 1 ⇒ (9) + 2 + (2, 3) + 1 + (3) + 1 = 21 Random other location:1d7 ⇒ 5
Shuffling Giant Fly into Pits
The mesmerist directed the badger to chase a large fly, and the beast obediently pursued the insect deeper down into the cave.
Shuffled Pits (11=Giant Fly):1d11 ⇒ 8 Banishing Conch Shell to recovery to examine Pits
Meligaster listened carefully to the sounds of the chase echoing, and frowned. The pit went a lot deeper than it seemed.
Ending turn. Recovery:
Perception 7:1d8 + 3 ⇒ (5) + 3 = 8
Conch Shell is recharged.
Resetting hand
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
Hero Points: 1
Summary:
Spider Nest 1 is acquired.
Spider Nest 2 (Giant Fly) is shuffled into Pits.
Pits 8 (Pit Trap) is examined on top of Pits.
Kyra acquires Hourglass 3 (Urgathoa's Gluttony).
Meligaster is at Spider Nest.
Hero Point: Power Feat: On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. If you defeat the monster and would banish it, you may draw it.
Upgrading Spell B Acid Jet into Spell 2 Ghost Whip
Replacing Inflict Pain with loot Enervation. Replacing Noble Brat with loot Duskwarden Ranger.
Starting at Kyra's location.
The duskwarden scout, nervous at Balok's demise, was too eager to obey Meligaster. Minions, thought Meligaster, that's the ticket. He made a mental note to keep a couple more meat shields around.
Still, some problems would require less expendable help. The mesmerist followed Kyra closely, preparing to lash out with invisible energy should the cleric warn of the undead threat.
Powers:
Favored Card: Ally
Proficient with: Light Armor, Arcane, Divine, Mental
Hand Size 5 [] 6
For your combat check, you may discard a card to use your Arcane skill +1d4 ([X] 2d4) plus the card's adventure deck number and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. ([X] If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 ([] +1). If you fail the check, recharge the revealed card.
(Meligaster's turn)
Giving Ranzak's Deathbane Light Crossbow to Bekah
Hourglass 2: Betrayal o'clock: When you acquire a boon, bury it.
Exploring Academy 1: Henchman A3: Make Your Case
Make Your Case:
Story Bane
Type: Barrier
Traits: Task
To Defeat: Charisma Diplomacy 10
Before acting, roll 1d4, then attempt a check of the corresponding type. 1. Disable 4 2. Fortitude 4 3. Knowledge 4 4. Perception 4 If you fail, discard a card. If you succeed, on the check to defeat, after the roll, you may roll 1d6 and either add or subtract it.
Case:1d4 ⇒ 1 Bekah recharges Deathbane Light Crossbow Disable:1d4 + 1d4 ⇒ (3) + (1) = 4
Revealing ally Noble Brat. Bekah recharges Troubadour and Glibness Diplomacy 10 (15):1d12 + 3 + 1d4 + 1d6 + 1d4 ⇒ (1) + 3 + (1) + (2) + (4) = 11
Henchman A3 is banished.
Closing Academy: Bekah recharges Lightning Touch. Kyra discards Abadar's Law INT 5+2=7:2d8 + 1 + 1d4 ⇒ (1, 6) + 1 + (4) = 12
Academy is closed
The academy mage took a little more convincing, but Meligaster had an idea. You can't resist a new magical toy. He handed Ranzak's crossbow to Bekah. "We've been having recurring problems with undead. Things like this crossbow have helped." With the bard's help, he staged a reenactment of how the magical device worked.
Any suspicion the mage might have had was replaced with curiosity. "What an clever device! I'm sure we have something helpful in our magical vault." Bekah's voice showed no signs of tiring as she discussed magical lore with the mage, giving Meligaster plenty of time to study the vault contents to determine what they needed.