-- Merisiel's Turn --
Hour: Shelyn's Song - When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. Location: Trail #7- The difficulty of checks to defeat is increased by the number of distant characters.
Start of Turn:
Banish top card of hourglass pile 5 to examine Trail #5 (Goblin Marauder).
Banish Ghastly Runes and roll 1d8 + 2 ⇒ (2) + 2 = 4.
Trail #10 added.
We win.
-- Merisiel's Turn --
Hour: Sands of the Hour - No effect. Location: Trail #5- The difficulty of checks to defeat is increased by the number of distant characters.
Start of Turn:
Banish top card of hourglass pile 3 to examine Trail #4 (Rolth Lamm).
Banish Symbol of Sleep and roll 1d8 + 2 ⇒ (2) + 2 = 4.
Trail #8 added.
Move to Trail #8.
On-Turn Actions Move Step: Moving to Trail #7.
Location: Trail #7 - The difficulty of checks to defeat is increased by the number of distant characters.
Encounter Will-o'-wisp.
Reveal Keen Starknife to use Acrobatics + 1d4+1. Reload Starknife to add 1d4.
Combat 14:1d12 + 2d4 + 5 ⇒ (5) + (1, 2) + 5 = 13
Failure
Discard Keen Starknife for damage.
Will-o'-wisp is shuffled into Trail #7.
Free Exploration: Attic Whisperer
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
Recharge Gem of Physical Prowess to use a d12 instead.
Wisdom 4:1d12 ⇒ 4
Success
Reveal and reload Starknife to use Acrobatics + 2d4.
Combat 14:1d12 + 2d4 + 4 ⇒ (11) + (1, 1) + 4 = 17
Success
Attic Whisperer is banished.
Ending Turn
End of Turn: Shuffle no cards into my deck and remove the scourge Dazed.
Reset: Drawing five cards (Starknife, Cayden Cailean's Revelry, The Joke, Horse, Thieves' Tools).
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
-- Merisiel's Turn --
Hour: Sands of the Hour - No effect. Location: Trail #4 - The difficulty of checks to defeat is increased by the number of distant characters.
Start of Turn:
Banish top card of hourglass pile 3 to examine Trail #3 (Goblin Marauder).
Banish Poison Gas and roll 1d8 + 2 ⇒ (1) + 2 = 3.
Trail #6 added.
Move to Trail #6.
Trail #3 closed; henchmen reloaded to Trail #4.
Encounter Attic Whisperer.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed. Wisdom 4:1d6 ⇒ 1
Failure
Suffer Dazed.
Reveal Keen Starknife to use Acrobatics +1d4+1. Reload Starknife to add 1d4.
Combat 14:1d12 + 2d4 + 5 ⇒ (1) + (1, 2) + 5 = 9
Hero Point reroll: Combat 14:1d12 + 2d4 + 5 ⇒ (10) + (4, 2) + 5 = 21
Success
Attic Whisperer is banished.
On-Turn Actions Move Step: Moving to Trail #5.
Location: Trail #5- The difficulty of checks to defeat is increased by the number of distant characters.
Encounter Acid-spraying Skull(Hmm, BR error) Door Spike.
Recharge Burglar to add 1d6.
Disable 8:1d12 + 1d4 + 4 ⇒ (5) + (1) + 4 = 10 (Wrong die: use 1d6 ⇒ 3 for the d4.)
Success
Door Spike is banished.
Free Exploration: Vampire Spawn
Reveal Keen Starknife to use Acrobatics +1d4+1. Reload Keen Starknife to add 1d4.
Combat 15:1d12 + 2d4 + 5 ⇒ (6) + (2, 3) + 5 = 16
Success
Vampire Spawn is banished.
Ending Turn
End of Turn: examine Trail #5 (Harrow Deck).
Shuffle Trail #5.
Reset: Drawing four cards (Keen Starknife, Starknife, Dagger, Abadar's Law).
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
-- Merisiel's Turn --
Hour: The Midwife - At the start of your turn, summon and encounter a monster. Location: Trail #4- The difficulty of checks to defeat is increased by the number of distant characters.
Start of Turn:
Trail #2 closed; henchman reloaded to Trail #3.
Summon Ghoul.
Evade.
Banish top card of hourglass pile 3 to examine Trail #3 (Goblin Marauder).
Banish Treacherous Tunnels and roll 1d10 + 2 ⇒ (7) + 2 = 9.
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
-- Merisiel's Turn --
Hour: Nethys's Duality - On your check against a spell, add 1d4. Location: Trail #3 - The difficulty of checks to defeat is increased by the number of distant characters.
Start of Turn:
Banish top card of hourglass pile 2 to examine Trail #2 (Rolth Lamm).
Banish Pit Trap and roll 1d10 + 1 ⇒ (10) + 1 = 11.
On-Turn Actions Move Step: Moving to Trail #4.
Location: Trail #4 - The difficulty of checks to defeat is increased by the number of distant characters.
Encounter War Drum.
Recharge Magnifying Glass and banish War Drum to encounter 1d13 ⇒ 4 Poison Gas.
Reveal and recharge Thieves' Tools to add 2d8.
Disable 9:1d12 + 2d8 + 4 ⇒ (7) + (4, 5) + 4 = 20
Success
Poison Gas is displayed at Trail #3.
Free Exploration: Quivering Cube
Reveal Keen Starknife to use Acrobatics + 1d4+1. Reload Starknife to add 1d4.
Combat 13:1d12 + 2d4 + 5 ⇒ (5) + (2, 2) + 5 = 14
Success
Quivering Cube is banished.
Ending Turn
End of Turn: examine Trail #4 (Acid-spraying Skull).
Shuffle Trail #4.
Reset: Drawing three cards (Starknife, Abadar's Law, Horse).
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
-- Merisiel's Turn --
Hour: Sands of the Hour - No effect. Location: Trail - The difficulty of checks to defeat is increased by the number of distant characters.
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
-- Merisiel's Turn --
Hour: The Lost - When you would recharge a Magic boon, discard it instead. Location: Trail - The difficulty of checks to defeat is increased by the number of distant characters.
On-Turn Actions Free Exploration: Dire Badger
Reveal Keen Starknife to use Acrobatics + 1d4+1. Reload Dagger to add 1d4.
Combat 12:1d12 + 2d4 + 4 ⇒ (11) + (3, 4) + 4 = 22 +2 from Keen
Success
Dire Badger is banished.
Discard The Demon Lantern to Explore:Snake Oil Seller Pit Trap
Ask Erasmus to discard Blessing of Abraxas to bless.
Acrobatics 7:2d12 + 3 ⇒ (8, 3) + 3 = 14
Success
Pit Trap is displayed at Trail #2.
Discard Cayden Cailean's Revelry to Explore: Rat Swarm
Reveal Keen Starknife to use Acrobatics + 1d4+1. Reload Keen Starknife to add 1d4.
Combat 10:1d12 + 2d4 + 4 ⇒ (10) + (2, 4) + 4 = 20 +2 from Keen
Success
Rat Swarm is banished.
Ending Turn
End of Turn: examine Trail #3 (Token of Remembrance) and shuffle it.
Reset: Drawing four cards (Keen Starknife, Dagger, Thieves' Tool, Magnifying Glass).
Party Resources Expended: Blessing of Abraxas from Erasmus discarded.
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
-- Merisiel's Turn --
Hour: Viper Strike - spell Location: Chambers - When you fail to acquire a boon, shuffle it into its location.
On-Turn Actions Free Exploration: Henchman Proxy - Ghost
When you encounter a Ghost, display the top card of the essence pile and add the following power to the Ghost based on the type of boon displayed.
Spirit (Blessing): After acting, if the check to defeat was not blessed, discard your hand.
Reveal and reload Keen Starknife to use Acrobatics +2d4+1. Discard The Joke to bless. Reload Dagger to add 1d4. Fumbus reloads Returning Starknife to add 1d4.
Combat 15:2d12 + 4d4 + 4 ⇒ (12, 6) + (1, 1, 1, 3) + 4 = 28
Success
Henchman Proxy - Ghost is displayed next to the scenario.
Encounter The Crows
Stealth 6:1d12 + 3 ⇒ (11) + 3 = 14
Success
The Crows is acquired.
-- Merisiel's Turn --
Hour: Irori's Mastery - On your blessed check, you may reroll any dice showing 1. Location: Chambers - When you fail to acquire a boon, shuffle it into its location.
On-Turn Actions Move Step: Moving to Ruin.
Location: Ruin - When a monster is undefeated, shuffle a new monster into the location.
Free Exploration: Frostbite
Automatic Failure
Frostbite is banished.
Discard Horse to Explore: Henchman Proxy B5 - Ghost
When you encounter a Ghost, display the top card of the essence pile and add the following power to the Ghost based on the type of boon displayed.
Thought (Spell): If the check to defeat does not have the Attack trait, succeed at a Divine or Knowledge 6 check or the difficulty to defeat in increased by 4+#.
Automatic Failure
Reveal and reload Keen Starknife to use Acrobatics +2d4+1. Recharge Snakebite Dagger to add 1d4. Discard Abadar's Law to bless.
Combat 21:2d12 + 3d4 + 4 ⇒ (1, 6) + (4, 3, 2) + 4 = 20 (4's count as 6's = 22)
Success
Proxy B - Ghost is displayed by the scenario.
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
-- Merisiel's Turn --
Hour: Urgathoa's Gluttony - On your check to acquire a boon, add 1d6; if you succeed, bury the boon. Location: Chambers - When you fail to acquire a boon, shuffle it into its location.
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
-- Merisiel's Turn --
Hour: The Peacock - On your check, if no boons are played, it is blessed. Location: Chambers - When you fail to acquire a boon, shuffle it into its location.
On-Turn Actions Free Exploration: Elixir of Focus
Intelligence 8:2d4 ⇒ (1, 1) = 2
Failure
Elixir of Focus is shuffled into Chambers.
Discard The Demon Lantern to Explore: Card 1d8 + 1 ⇒ (1) + 1 = 2: Enlarge
Wisdom 9:2d6 ⇒ (1, 6) = 7
Failure
Enlarge is shuffled into Chambers.
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
-- Merisiel's Turn --
Hour: The Fiend - When you suffer a scourge on your turn, each local character suffers it. Location: Chambers - When you fail to acquire a boon, shuffle it into its location.
Before Turn: Before acting, each character suffers 1d4-1 Combat damage.
Suffer 1d4 - 1 ⇒ (2) - 1 = 1 damage.
Reveal Covering Heavy Shield to reduce to 0.
On-Turn Actions Give a Card: Give Snakebite Dagger to Amiri. (Have a magical weapon.)
Free Exploration: Metal Cobra
Reveal Snakebite Dagger to use Stealth + 1d4+1. Recharge Gorum's Iron to bless.
Combat 16:2d12 + 4 ⇒ (7, 10) + 4 = 21
Success
Metal Cobra is banished.
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
-- Merisiel's Turn --
Hour: Zon-kuthon's Pain - After discarding any number of cards as damage, draw a card. Location: Chambers - When you fail to acquire a boon, shuffle it into its location.
On-Turn Actions Free Exploration: Secret Stockpile
Recharge Burglar to add 1d6.
Disable 9:1d12 + 3 + 1d6 ⇒ (7) + 3 + (6) = 16
Success
Secret Stockpile is banished.
If defeated, draw a new weapon and a new armor.
Draw Snakebite Dagger.
Draw Brute Force Shield.
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
-- Merisiel's Turn --
Hour: The Rabbit Prince - 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. Location: Laboratory - When you fail a check to defeat a bane, suffer 1 Acid damage.
On-Turn Actions Give a Card: Give Elixir of Healing to Fumbus.
Move Step: Moving to Chambers.
Location: Chambers - When you fail to acquire a boon, shuffle it into its location.
Recharge Magnifying Glass to examine deck: (Burglar, Snakebite Dagger).
Free Exploration: Enlarge
Automatic Failure
Enlarge is shuffled into Chambers.
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.
Favored Card: Knife Weapon Hand Size: 5 ☐ 6 Proficiencies: Weapons POWERS:
When you encounter a card, if you are the only local character (☑ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☑ or recharge) a card to add 1d6.