SoT: Draw Thieves' Tools from Kit. Stow Potion of Fortitude in Kit.
Give Card: Worn Leather Skullcap to Maznar.(Useful to both Maznar and Zova, but Maznar's health is lower so an extra card could be helpful for him)
Free explore: Fog Bank 1
Safe Harbor:
SS
Spell 2
Traits:
Magic
Arcane
Healing
To Acquire:
Intelligence
Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Maznar reveals animal to add +1d4 Int 8:1d8 + 1d4 ⇒ (3) + (2) = 5banished
Discard Eando Kline to explore Fog Bank 2
Hull Damage:
SS
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Discard Thieves' Tools to auto-defeat (check to defeat is less than 12)
Discard Masque to explore Fog Bank 3
Dara:
10-00
Villain 2
Type: Monster
Traits:
Halfling
Pirate
Veteran
To Defeat:
Combat 12
THEN Combat 12
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
Before you act, if there are other cards in your location deck, succeed at a Charisma or Diplomacy check with a difficulty of 7 plus the scenario’s adventure deck number or Dara is evaded; shuffle her into a random open location deck.
Zova buries or banishes Cloud Puff to allow Red Raven to ignore the BYA Maznar displays Speed next to Red Raven
Scenario Level: 2 Ship rules... Eternal Lake Secured: When another character at your location attempts a non-combat check, you may recharge any number of cards to add 1 for each card recharged. At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards. You may discard a card from the blessings deck to succeed at your check to acquire an ally. (10-00A Reward) You may discard a card from the blessings deck to add 1d12 to your check to defeat a barrier. (10-00C Reward) While on this ship, you may reduce structural damage dealt by discarding cards from the top of your deck or recharging cards from your hand. (10-00B Reward) Undead Contained: For the rest of the adventure, each character
adds 1d6 and the Magic trait to her checks against banes that
have the Undead trait.
Maznar reveals animal to add +1d4 Seoni reveals Binder's Tome to add +1d4 Draw from Kit. Stow in Kit. Reveal Sharper to banish and draw random replacement from the box
Off-turn: received Thieves' Tools from Zova
It is the hour of Hshurha
SoT: Change to Aric
SoT: Shipwreck Graveyard - At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage. Maznar reveals animal to add +1d4 Wis 5:1d8 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13
Free explore: Shipwreck 1
Blessing of Achaekek:
SS
Blessing B
Traits:
Divine
Achaekek
To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Recharge (because Aric) Ambrose to explore Shipwreck 2
Mercenary:
SS
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Discard Blessing of the Ancients 2 to examine, then explore, Shipwreck 3 Change to Red Raven Draw Sharper from Kit. Stow Thieves' Tools in Kit.
Buccaneer:
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
SS
Item B
Traits:
Tool
Alchemical
Basic
To Acquire:
Ranged
Intelligence
Craft 6
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
Maznar reveals animal to add +1d4 Zova recharges crow Int 6:1d8 + 1d4 + 1d6 ⇒ (3) + (2) + (2) = 7Acquired Shipwreck Graveyard is closed Reveal Sharper to banish Powder Horn and draw Random Item 2: Worn Leather Skullcap
Worn Leather Skullcap:
SS
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite
To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.
Location Close Power - Structural dmg:1d4 ⇒ 2 Thresher power reduces this by 1 to 1. Scenario Power (10-00B reward): recharge Sharper to further reduce this by 1 to 0
End turn, reset hand
Will give Worn Leather Skullcap to either Zova or Maznar on my next turn.
Displayed:Cockroach Coat,
Current Location: Cannibal Island
Kit: Thieves' Tools, Lockpick Shield, Gambeson,
Deck: 15 Discard: 4 Buried: 0
NOTES: Available Support: Blessing of the Ancients not yet available during the Guard checks for Seoni or Zova to use (it was drawn at the end of Aric's turn).
Other: Hero Points: 2; Paizo Merch Reroll: available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Shy Ratani, Blessing of the Ancients 1, Spring Blade +1, Captain's Cutlass 1, Mask of the Red Raven, Clockwork Spy, Captain's Cutlass 2
Recharged: Quick-Change Mask, Psychic Detective, Lookout, Compass, Blessing of Zon-Kuthon, Ambrose 'Fishguts' Kroop, Mindblade, Sharper,
Discard Pile: Crimson Cogward, Master-at-Arms, Blessing of Cayden Cailean, Blessing of the Ancients 2, Buried Pile:
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: None POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Resuming turn. Guard checks still needed from Zova and Seoni
Dara:
10-00
Villain 2
Type: Monster
Traits:
Halfling
Pirate
Veteran
To Defeat:
Combat 12
THEN Combat 12
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
Before you act, if there are other cards in your location deck, succeed at a Charisma or Diplomacy check with a difficulty of 7 plus the scenario’s adventure deck number or Dara is evaded; shuffle her into a random open location deck.
Maznar reveals animal Zova recharges Blessing of Green Faith 1 Maznar recharges 3 cards to add +3 (Eternal Lake Secured power) BYA Charisma 7+2=9:1d4 + 1d4 + 1d4 + 3 ⇒ (4) + (4) + (3) + 3 = 14
Displayed:Cockroach Coat,
Current Location: Cannibal Island
Kit: Sharper, Lockpick Shield, Gambeson,
Deck: 14 Discard: 3 Buried: 0
NOTES: Available Support: Blessing of the Ancients not yet available during the Guard checks for Seoni or Zova to use (it was drawn at the end of Aric's turn).
Other: Hero Points: 2; Paizo Merch Reroll: available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Captain's Cutlass 2, Spring Blade +1, Clockwork Spy, Shy Ratani, Captain's Cutlass 1, Blessing of the Ancients 1, Masque, Eando Kline, Mask of the Red Raven
Recharged: Quick-Change Mask, Psychic Detective, Lookout, Compass, Blessing of Zon-Kuthon,
Discard Pile: Crimson Cogward, Master-at-Arms, Blessing of Cayden Cailean, Buried Pile:
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: None POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Move Step: Remain at Cannibal Island Red Raven power: examine Cannibal Island 7
Free explore: Cannibal Island 7
Blessing of Cayden Cailean:
SS
Blessing B
Traits:
Divine
Cayden Cailean
To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Maznar reveals animal to add +1d4 Zova recharges Blessing of Green Faith 2 Divine 5:3d4 ⇒ (4, 2, 2) = 8
Discard Blessing of Cayden to explore Cannibal Island 8
Dara:
10-00
Villain 2
Type: Monster
Traits:
Halfling
Pirate
Veteran
To Defeat:
Combat 12
THEN Combat 12
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
Before you act, if there are other cards in your location deck, succeed at a Charisma or Diplomacy check with a difficulty of 7 plus the scenario’s adventure deck number or Dara is evaded; shuffle her into a random open location deck.
Pausing turn for possible Guard checks and strategy discussion.
On Zova's turn: Aric draws Ambrose 'Fishguts' Kroop.
Seoni, btw, Revealing my Lookout would have added 1d6 for your Perception check against Ambush (doesn't have to be local, and doesn't have to be recharged or discarded), but it's probably not worth retconning. Just fyi.
It is the hour of the Gods.
SoT: Change to Red Raven Draw Psychic Detective from Kit. Stow Gambeson in Kit.
Move Step: Set sail for Cannibal Isle, going counterclockwise, taking Maznar and Zova Maznar reveals animal Wis4+2=6:1d8 + 1d4 ⇒ (4) + (2) = 6
With Maznar's help, the Red Raven manages to steer the ship to the dreaded island of the cannibals!
Red Raven power: examine Cannibal 1 Change to Aric Draw Sharper from Kit. Stow Blessing of Zon-Kuthon in Kit.
Coral Capuchin:
SS
Ally 1
Traits:
Animal
Aquatic
To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Maznar reveals animal to add +1d4 Wis 6:1d8 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13 Reveal Sharper to banish Coral Capuchin and draw random Ally 2
Crimson Cogward:
SS
Ally 1
Traits:
Human
Rogue
Pirate
To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Recharge (because Aric) Psychic Detective to examine, then explore, Cannibal 2
Master-at-Arms:
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Recharge Lookout to examine Cannibal 3 Change to Red Raven Stow Sharper in Kit. Draw Blessing of Zon-Kuthon Discard Crimson Cogward to explore Cannibal 3
Sea Drake:
SS
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
BYA Acrobatics 6:1d10 + 5 ⇒ (4) + 5 = 9Discard Master at Arms for 1 Electricity dmg Maznar and Zova: Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage. Maznar reveals animal to add +1d4 Reveal Menacing Backsword Reveal Ambrose Combat 14:1d10 + 5 + 1d6 + 1 + 1d4 + 1d8 ⇒ (5) + 5 + (1) + 1 + (4) + (8) = 24 AYA the Thresher takes 1 Structural dmg. Thresher power reduces this by 1 to 0.
Recharge Compass to move clockwise to Holy Isle (with Maznar and Zova) Maznar reveals animal to add +1d4 Wis 4+2=6:1d8 + 1d4 ⇒ (1) + (2) = 3 Move Clockwise:1d4 ⇒ 1
Although the Red Raven intended to take the ship to the Holy Isle, he finds instead that he has steered the ship right back to where they started: Gannet Island, where nothing seems to be happening. "That blasted pirate isn't here! What are we doing here again?"
With no cards to examine at Gannet Island, the Red Raven has no way to change back to Aric.
Displayed: Current Location: Gannet Island
Kit: Sharper, Lockpick Shield, Gambeson,
Deck: 15 Discard: 2 Buried: 0
NOTES: Available Support: Blessing of Zon-Kuthon: +2 dice for Con or Finesse checks
Other: Hero Points: 2; Paizo Merch Reroll: available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Mask of the Red Raven, Captain's Cutlass 2, Shy Ratani, Eando Kline, Spring Blade +1, Masque, Blessing of the Ancients 2, Blessing of the Ancients 1, Mindblade, Captain's Cutlass 1, Clockwork Spy
Recharged: Quick-Change Mask, Psychic Detective, Lookout, Compass,
Discard Pile: Crimson Cogward, Master-at-Arms, Buried Pile:
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: None POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
The Red Raven draws a scroll from his pouch. "Maznar, I believe this might be useful to you?" Give Card: Find Traps to Maznar
"Now, let's see what's happening over at the Sea Fort, shall we? Hoist that mainsail, me hearties!"
Move Step: Command the Thresher to Sea Fort, taking Maznar and Seoni with me Red Raven power: examine Sea Fort 1 Free exploration: Sea Fort 1
Buckler:
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Maznar reveals animal to add +1d4 Con 3:1d6 + 1d4 ⇒ (1) + (1) = 2Buckler is banished
The Red Raven saw a modest shield sitting about at the Sea Fort, but thought it might cramp his fighting style and threw it into the ocean.
Recharge (due to hour being basic) Blessing of the Ancients 1 to examine, then explore, Sea Fort 2 Change to Aric
Icy Boarding Pike +1:
SS
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Recharge (because Aric power) Deckhand to explore Sea Fort 3
Buccaneer:
SS
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Just then, Aric stumbled upon a henchman! Where is the Red Raven when you need him? Worse, the blasted deckhand seems to be in cahoots with the Buccaneer!
Deckhand adds the Swashbuckling trait, increasing the DC by 2 Maznar reveals animal to add +1d4 Reveal Icy Boarding Pike (including benefit for being on a ship) Seoni reveals Binder's Tome to add +1d4 Maznar sends Aid to Recovery to add +1d6 Combat 8+4=12:1d6 + 1d8 + 1 + 1d4 + 1d4 + 1d4 + 1d6 ⇒ (4) + (2) + 1 + (4) + (2) + (3) + (2) = 18Buccaneer is banished
Unfortunately, Aric does not have an armor to banish (missing that Buckler now!) and is unable to close the location.Sea Fort remains open, but without closing henchman
Location Power: explore Sea Fort 4
As if mocking him, the Sea Fort offers Aric another Buckler!
Buckler:
SS
Armor B
Traits:
Shield
Basic
To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Maznar reveals animal to add +1d4 Con 3:1d6 + 1d4 ⇒ (5) + (2) = 7Buckler is acquired Reveal Sharper to banish Buckler and draw a random armor
Cloth Armor:
SS
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Recharge (because Aric) Mindblade to explore Sea Fort 5
Zombie:
SS
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
Reveal Icy Boarding Pike (including benefit for being on a ship) Maznar reveals animal to add +1d4 Combat 9:1d6 + 1d8 + 1 + 1d4 + 1d4 ⇒ (5) + (3) + 1 + (3) + (3) = 15Zombie is banished
Aric is enjoying swinging his new icy pick. "Who needs that Red Raven anyway?!? He's never around when he could be useful..."
Location Power: explore Sea Fort 6
Surgeon:
SS
Ally B
Traits:
Human
Surgeon
Elite
To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Maznar reveals animal to add +1d4 Seoni reveals Binder's Tome to add +1d4 Diplomacy 6:1d10 + 5 + 2d4 ⇒ (9) + 5 + (1, 3) = 18
Reveal Sharper to banish Surgeon and draw random Ally
Quartermaster:
SS
Ally B
Traits:
Human
Pirate
Basic
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Recharge (because Aric) Quartermaster to explore Sea Fort 7
Siren Caller:
SS
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Maznar reveals animal to add +1d4 Seoni reveals Binder's Tome to add +1d4 Maznar discards Blessing of Milani Wis 8+2=10:1d8 + 1 + 2d4 + 2d8 ⇒ (8) + 1 + (4, 4) + (3, 3) = 23Siren Caller is banished
Location Power: explore Sea Fort 8
Cutlass +1:
SS
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
SS
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10
If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.
Change to Red Raven Draw Lockpick Shield from Kit; Stow Icy Boarding Pike in Kit
Maznar reveals animal to add +1d4 Seoni reveals Binder's Tome to add +1d4 Recharge Kukri to add 1d10+6+3d4 Combat 10:1d10 + 6 + 3d4 + 2d4 ⇒ (7) + 6 + (2, 1, 2) + (4, 3) = 25banished
Location Power: explore Sea Fort 10
Benevolent Buckler:
SS
Armor 1
Traits:
Shield
Magic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Maznar reveals animal to add +1d4 Con 5:1d6 + 1d4 ⇒ (6) + (4) = 10Armor 1 acquired
Sea Fort is empty of cards. Banish Cloth Armor to close Sea Fort When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
Scenario Power: summon and build Astral Rift 2. Red Raven (but not Maznar or Seoni) moves to it.
End turn. No cards in Astral Rift 2, so no way to examine, so remain in Red Raven form. Also, both Astral Rifts are occupied, so no cards are added to them.
Displayed: Current Location: Sea Fort
Kit: Captain's Cutlass 1, Icy Boarding Pike +1, Spring Blade +1,
Deck: 18 Discard: 1 Buried: 0
NOTES: Available Support: Benevolent Buckler: Reveal this card to reduce Ranged Combat damage dealt to a character at your location by 2.
Other: Hero Points: 2; Paizo Merch Reroll: available
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Blessing of the Spy, Clockwork Spy, Cockroach Coat, Shy Ratani, Mask of the Red Raven, Masque, Psychic Detective, Gambeson, Eando Kline, Blessing of the Ancients 2, Quick-Change Mask
Recharged: Blessing of the Ancients 1, Deckhand, Mindblade, Quartermaster, Lookout, Kukri, Lockpick Shield,
Discard Pile: Blessing of Cayden Cailean, Buried Pile:
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: None POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Muckmouth Secured: you may choose to draw an additional card after drawing your starting hand - draw Sharper.
Temple Secured: draw BoCaydenCailean.
Round Mountain Secured: examine top card of Tempest Cay. When examining, change to Red Raven form.
Slave Mountain Secured: draw Deckhand.
Patchwork Allies Secured: draw a random non-basic Spell (I'll hand this off to whomever it's most suited to - no need for another weapon when I drew all 4 in my opening hand!).
Reloaded: Middle of Deck (Unknown Order): Gambeson, Psychic Detective, Blessing of the Spy, Cockroach Coat, Blessing of the Ancients 2, Eando Kline, Shy Ratani, Clockwork Spy, Masque, Mask of the Red Raven, Quick-Change Mask
Recharged: Discard Pile: Buried Pile:
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: None POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
SoT: Change to Red Raven Draw Cure from Kit. Stow Falcata +1 in Kit.
Give Card: Cure to Maznar
Move Step: pilot ship back to Festhall taking everyone with me. Red Raven power: examine Festhall 9 Stow Spring Blade in Kit. Draw Short Sword from Kit. Free explore: Festhall 9
Duergar Slave-Taker:
10-00
Henchman 2
Type: Monster
Traits:
Dwarf
Fighter
Veteran
To Defeat:
Combat 12
Before you act, attempt a Constitution or Fortitude check with a difficulty of 6 plus the scenario’s adventure deck number. You may recharge any number of allies; for each ally recharged, add 1d4. If you fail, discard 1d4 cards, then bury any allies in your discard pile.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
Recharge Sharper and Mindblade Maznar reveals animal to add +1d4 BYA Con 6+2=8:1d6 + 2d4 + 1d4 ⇒ (5) + (3, 4) + (4) = 16
henchman (monster)
Traits: Human, Pirate, Veteran
To defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Maznar reveals animal to add +1d4 Reveal Captain's Cutlass to add 1d10+5+1d6+1 Captain's Cutlass has the Swashbuckling trait, which adds +1d4 (location power) and increases the difficulty by 2 (buccaneer power) Combat 8+2+2=12:1d10 + 5 + 1d6 + 1 + 1d4 + 1d4 ⇒ (8) + 5 + (2) + 1 + (4) + (3) = 23 Festhall is closed
Maznar reveals animal to add +1d4 Recharge Captain's Cutlass to add +1d6 and Swashbuckling trait Location power: If your check has the Swashbuckling trait, add 1d4 to it. Festhall close power - Charisma 8:1d4 + 1d4 + 1d6 + 1d4 ⇒ (2) + (1) + (5) + (2) = 10 Festhall: When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other. Two choices are Boatswain and Master Gunner. Choose Boatswain and add to hand.
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: None POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
SoT: reveal Helpful Haversack to examine top card of deck: Masque. Discard Haversack to draw Masque.
Change to Red Raven
Move to Ruined Temple (taking Thresher with me). Leaving everyone else at Scorched Ruins.
RR power: examine Ruined Temple 1 Stow Mask of the Red Raven; Draw Shy Ratani
Blessing of the Gods:
SS
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Free explore: encounter Blessing of the Gods and auto-acquire it.
Recharge Blessing of the Spy to examine Ruined Temple 2 Draw Captain's Cutlass 2; Stow Shy Ratani Discard Compass to encounter Ruined Temple 2
Serpentfolk Slayer:
10-00
Henchman 2
Type: Monster
Traits:
Serpentfolk
Rogue
Poison
Veteran
To Defeat:
Combat 8
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
If you do not defeat the Serpentfolk Slayer by at least 6, display the scourge Curse of Poisoning next to your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Displayed:Cockroach Coat,
Current Location: Scorched Ruins
Kit: Shy Ratani, Blessing of the Green Faith, Mask of the Red Raven,
Deck: 10 Discard: 5 Buried: 1
NOTES: Other: Hero Points: 1;
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Sharper, Kukri, Spring Blade +1, Gambeson
Recharged: Psychic Detective, Blessing of the Ancients 2, Lookout, Quick-Change Mask, Blessing of the Ancients 1, Blessing of the Spy,
Discard Pile: Chanty Singer, Magic Leather Armor, Helpful Haversack, Compass, Captain's Cutlass 1, Buried Pile: Blessing of the Gods,
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: Weapons POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS
Favored Card: None Hand Size: 6 ☐ 7 Proficiencies: None POWERS:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Ruined Temple closed - villain should be the only thing left.
SoT change from Aric to Red Raven form. Stow Brodert Quink in kit. Draw Masque from kit.
It is the hour of Iomedae.
Move step: examine Wounded Lands 3. Remain as Red Raven. Draw Sage from kit. Stow Compass in kit. Then encounter Lightning Elemental.
The Red Raven sees his old nemesis and decides it's time for revenge!
Lightning Elemental:
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Move step: move to Wounded Lands and examine top card
Wounded Lands (Ogre Mage is card 8):1d8 ⇒ 5
Remain as Red Raven. Stow Sage in kit. Draw Lookout from kit.
Zombie Horde :
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Zombie Minion:
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up). If defeated, you may immediately attempt to close this location.
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
SoT: remain in Red Raven form. Stow Blessing of the Ancients in kit. Draw Lookout from kit.
It is the hour of Gorum.
Move step: examine top card of Vault It's his old nemesis, the Lightning Elemental! Draw Blessing of the Ancients from kit. Stow Lookout in kit. Then explore card 1
Lightning Elemental:
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
He attempts to close the Vault.
Discard Raheli's Blessing of Milani Wisdom 6:3d8 ⇒ (3, 6, 3) = 12 Desecrated Vault is closed Kurundo may recharge an item from his discard pile. Red Raven recharges Mask of the Red Raven
End turn. Reset hand.
The Red Raven wrote:
Hand: Blessing of the Ancients 1, Sage aq, Captain's Cutlass 2, Blessing of the Ancients 2,
Displayed: Gambeson, Cockroach Coat,
Deck: 10 Discard: 5 Buried: 1
Notes: Location: Desecrated Vault (closed)
Current Form: Red Raven
Blessing of the Ancients x2 (ask before using unless it will recharge, until Aric gets some healing)
Sideboard cards: Masque, Lookout, Sharper,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary:
* Desecrated Vault is closed
* Recharged Kurundo's Blessing of the Green Faith
* Discarded Raheli's Milani
* Kurundo can recharge an item from his discard
SoT: change into Red Raven form. Draw Lockpick Shield from kit. Stow Sharper in kit.
It is the hour of Shelyn.
Move step: remain at Desecrated Vault. Examine top card (Vault 3). Remain in Red Raven form. Stow Masque in kit. Draw Spring Blade +1 from kit.
Lightning Elemental:
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Recharge Kukri Discard Blessing of Lamashtu Combat 17:1d10 + 5 + 3d4 + 1d10 ⇒ (1) + 5 + (1, 1, 1) + (3) = 12Ouch!!! Red Raven discards entire hand to 5 combat dmg Everyone at the location (I think this is only the Red Raven) takes 1d4 Electricity dmg. RR has no cards to discard. Lightning Elemental is undefeated and shuffled back into Desecrated Vault.
End turn. Reset hand.
At the start of Kurundo's turn: display Cockroach Coat
The Red Raven wrote:
Hand: Blessing of the Ancients 1, Sage aq, Captain's Cutlass 2,
Displayed: Clockwork Spy, Gambeson, Cockroach Coat,
Deck: 8 Discard: 8 Buried: 1
Notes: Location: Desecrated Vault
Current Form: Red Raven
Blessing of the Ancients (ask before using unless it will recharge, until Aric gets some healing)
Sideboard cards: Masque, Lookout, Sharper,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary: Desecrated Vault is shuffled, with cards 1&2 already gone from before
SoT: change from Aric to Red Raven form. Draw Lockpick Shield from kit. Stow Spring Blade +1 in kit.
It is the hour of the Gods and Aric is nowhere to be seen but the Red Raven has once again emerged from the shadows and heads to Location #2 Collapsing Bridge. He's heard there's a Goblin Raid going on there and, apologies to his new friend Ekkie, he's determined to punish the goblins! For what? Who knows - the Red Raven has long since lost track of all the deeds of miscreants that must be punished! Is that his fault? Or the fault of the multitude of miscreants?
Goblin Raid:
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Ekkie and Radovan must both summon and encounter a Goblin Raider. Talitha is not at an open location.
Goblin Raider:
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Location #2 Collapsing Bridge Card 1 is banished, leaving the location empty.
The Red Raven looks around at the desolate bridge, on the verge of collapse, and kicks a few loose stones off into the mass of space. "I thought we were going to rescue an elemental God! Instead, here I am, stuck on the turnpike at rush hour, wishing that they would pass an infrastructure bill!" The Red Raven speaks, and then looks puzzled, as if he has no idea where these strange words have come from.
Closing Location #2 Collapsing Bridge - take 4 Combat dmg. Reveal Lockpick Shield to reduce Combat dmg by 2 Recharge Captain's Cutlass 2 to reduce Combat dmg by 2 Red Raven takes no damageI'm assuming these two reductions stack, right?
Location #2 Collapsing Bridge is closed. Location #9 Collapsing Bridge is now open for business.
Recharge Quick-Change Mask to recharge a random ally from my discard pile: Brodert Quink 1 aq
End turn and reset hand.
The Red Raven wrote:
Hand: Lockpick Shield, Mask of the Red Raven, Mindblade, Blessing of Abadar aq,
Displayed: Clockwork Spy, Gambeson,
Deck: 10 Discard: 5 Buried: 1
Notes: Location: Bridge #2 (closed)
Current Form: Red Raven
Blessing of Abadar: +2 dice vs barriers
Sideboard cards: Spring Blade +1, Sharper, Kukri,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
A few moments later, a masked stranger appears, looking carefully over both shoulders to be sure that no one saw where he came from.
Start of turn power: change to Red Raven.
He looks around at his surroundings with a grim expression. "I'd better examine this situation..."
End of move step (stay at Bridge 5): examine Card 1 "Hmm, it appears there's a skeleton over there! How did it get to this asteroid? How peculiar..."
Skeleton:
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Examine power: remain in Red Raven form. Draw Lockpick Shield from kit. Stow Blessing of Abadar in kit.
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
At the start of the next player's turn, recharge Compass to move to Bridge #2 and examine the top card.
Bridge 2 Card 1: Merchant:
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Examine power: change to Aric form. Stow Lockpick Shield in kit. Draw Blessing of Abadar from kit.
Aric wrote:
Hand: Mask of the Red Raven, Spring Blade +1, Blessing of Abadar aq,
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Turn Summary:
* Bridge #5 has been shuffled. Cards 1, 2, 5, 6, 8, 9 are all banished. No boons remaining there.
* Bridge #2 Card 1 is Merchant (Ally 2)
SoT fire dmg?:1d4 ⇒ 2Recharge Masque for 1 fire dmg
SoT: change from Aric form to Red Raven. Put Spring Blade +1 into kit. Take Blessing of the Ancients 2 from the kit.
It is the hour of Sarenrae.
The Red Raven heads to the Molten Pool to see what is happening there.
Examine Pool 3. Put Cape of Escape in Kit. Draw Stalking Armor from Kit. He peeks around the corner and sees a pit trap ahead. Explore Pool 3
Pit Trap:
Barrier B
Traits: Trap
To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Item B
Traits: Basic Tool
To Acquire: Strength Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Str 6:1d6 ⇒ 5Pool 4 is banished
Discard Blessing of the Ancients 2 to examine (swap Stalking Armor into kit and Spring Blade +1 into hand), then explore, Pool 5
Longsword:
Weapon B
Traits: Basic Melee Slashing Sword
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Villain 2
Type: Monster
Traits: Outsider Elemental Janni Fire
To Defeat: Combat 12
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.
BYA: discard one card from the blessings deck (Blessing of Calistria) for Scorched Obelisk. Question: does this happen before or after temp close? If after, and Obelisk is closed, does this not apply?
Note that Blessing of the Spy adds a die to my checks on this explore
SoT fire dmg?:1d4 ⇒ 1Recharge Psychic Detective to 1 Fire dmg
It is the hour of the Gods.
Aric moves back to the Volcanic Vents.
Explore Volcanic Vents 2
Yeth Hound:
Monster 1
Traits: Elite Outsider
To Defeat: Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Recharge Mask of the Red Raven to shift from Aric to Red Raven
Rules question: it's moot in this case because Aric and RR both have the same Wisdom, but if they didn't, could I - for example - have remained in Aric form to do the BYA check and then changed to RR for the combat check? Does it matter that the Wis check is "before the encounter" instead of "BYA"? In this case, the shift is coming from the Mask, which simply says "when you encounter a monster, recharge this card to replace your character and token with the Red Raven's..."
Hand: Blessing of the Spy, Spring Blade +1, Lookout, Blessing of the Ancients 2,
Displayed: Gambeson, Cockroach Coat,
Deck: 6 Discard: 5 Buried: 0
Notes: Location: Volcanic Vents. Current Form: Red Raven
Blessing of the Ancients:
Lookout: Reveal this card to add 1d6 to any Perception check.
Sideboard cards: Cape of Escape aq, Compass, Stalking Armor,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
SoT fire dmg?:1d4 ⇒ 3Recharge (Aric power) Sharper to 1 fire dmg
SoT change to Red Raven. Take Captain's Cutlass 1 from kit. Add Stalking Armor to kit.
It is the hour of Desna. Aric decides to stay at the Vents.
End of move step, examine (take Stalking Armor from kit, add Captain's Cutlass 1 to kit), then explore, Vents 1
Cape of Escape:
Item B
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Reveal Stalking Armor Cockroach Coat is already displayed Stealth 8:1d10 + 3 + 2 + 1d4 ⇒ (2) + 3 + 2 + (1) = 8Cape of Escape is acquired
Discard Appleslayer to move to Throne Room and examine Throne Room 1, swap Stalking Armor back into kit and Captain's Cutlass back into hand, then explore Throne Room 1
Rat Swarm:
Monster B
Traits: Animal Elite Swarm
To Defeat: Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
Discard Blessing of the Ancients 1 to examine (swap Cape of Escape into kit and retrieve Captain's Cutlass 2), then explore, Throne Room 2
Fire Spirit:
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
"Each character chooses a card from the box that has an adventure deck number less than or equal to the scenario’s adventure deck number and notes it on her Chronicle sheet. When she earns her next scenario reward, she may use the chosen card as a bonus deck upgrade." - Aric chooses Mindblade (Ally 2)
I definitely vote for the free skill feat. Reasons: a) I would definitely have voted for that one when there would have been a 25% chance that I would be the one to get it (even though we already know who will get it, that seems like unfair metagame knowledge); b) as noted, even if someone else gets that reward, it still helps all of us since we are playing together; c) the alternative reward doesn't seem that good to me.
Note that if Aric had changed back to RR after examining Short Sword, it's an auto-acquire because of his power related to Finesse weapons (Melee = Dex+3=1d10+4), and the weapon is also more useful than it would be otherwise because of the same power. Just fyi. And thanks again for handling my play while I'm gone. Packing now and heading to the airport in a few hours.
I believe I get a power feat now, yes? (Completion of 2nd scenario).
In which case:
Aric: At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
Red Raven: At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
These powers are going to make Aric/RR so much more interesting to play!
Assuming that I get an Item 1 as an upgrade, I'll retire Flawless Monocle and add Quick Change Mask.
Since I'll be going offline tomorrow, I'm making these changes now but will change them if need be (for example if I don't get an Item 1 as an upgrade).
The Red Raven glances into the sky and sees the Oracle of Iovo descending upon him. How dreadful. He quickly scampers up the clock tower and sets the clock back an hour to the hour of Lamashtu.
Recharge Mask of the Red Raven to evade the encounter
Per Mask power, Red Raven has to end his turn
Reset hand? Assuming that the power doesn't prevent me from doing hand reset as part of ending turn, Red Raven draws one card: Clockwork Spy.
End turn
The Red Raven wrote:
Hand: Blessing of Lamashtu aq, Clockwork Spy, Kukri, Blessing of the Ancients 1,
Displayed: Gambeson,
Deck: 11 Discard: 2 Buried: 0
Notes: Location: Mill
Blessing of the Ancients
Blessing of Lamashtu - bury to add +2 dice to defeat monster
Sideboard cards: Rapier, Archer aq, Stalking Armor,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
It is (still!The Red Raven glances towards the clock and considers whether time moves differently on this comet...) the hour of the Gods.
The Red Raven stays at the Mill and looks around.
After move step, examine Mill 1. Then explore it
Warlord :
Monster B
Traits: Fighter Human Veteran
To Defeat: Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Recharge Blessing of the Ancients 2 to examine Mill 2
Blessing of Lamashtu:
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
The Red Raven sees a sacred amulet of Lamashtu up ahead and sends a message to his friend Kurundo, thinking that it's just his kind of thing.
Reset hand, end turn
The Red Raven wrote:
Hand: Blessing of Lamashtu aq, Mask of the Red Raven, Kukri, Blessing of the Ancients 1,
Displayed: Gambeson,
Deck: 11 Discard: 2 Buried: 0
Notes: Location: Mill
Blessing of the Ancients
Blessing of Lamashtu - bury to add +2 dice to defeat monster
Sideboard cards: Rapier, Archer aq, Stalking Armor,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary:
* Mill card 1 is banished
* Mill card 2 is Blessing of Lamashtu (which I believe is an auto-acquire for Kurundo)
SoT swap Stalking Armor into kit and Appleslayer into hand
Move to Citadel to appreciate Seoni's Safe Harbor
Recharge cards:1d4 + 1 ⇒ (2) + 1 = 3All 3 cards in discard are recharged - thanks, Seoni!
Discard Appleslayer to move back to Mill, examine, then explore Card 1
Magic Shield:
Armor B
Traits: Elite Magic Offhand Shield
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Con 6:1d6 ⇒ 4Fail
Reset hand, end turn
The Red Raven wrote:
Hand: Blessing of Lamashtu aq, Mask of the Red Raven, Dogslicer +1 aq, Blessing of the Ancients 2,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Hearing that there is a nice weapon over at the Mill, Aric excuses himself to make a quick call, and soon thereafter the Red Raven is once again ready for action.
SoT: swap Aric out and Red Raven in. Swap Archer into kit and Stalking Armor into hand.
Then the Red Raven heads to the Mill.
Explore Mill 1
Dogslicer +1:
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
The Red Raven squints unkindly as he watches undead goblins begin to emerge from the graves at the Cemetery. If only I had a moment to get my Rapier from my kit!
Goblin Raider:
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Question: with no weapon in hand am I correct that the Red Raven can still use his Str (but not his Dex) to make a combat check? The below assumes that the answer is yes. Discard Blessing of the Ancients 2 Recharge Kurundo's Blessing of the Green Faith 2 Combat 8:3d6 ⇒ (3, 3, 6) = 12whew, banished.
It is the hour of... before the Red Raven has a chance to look at the clock, a crazed religious madman leaps out at him!
Oracle of Iovo:
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14
Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Discard Kurundo's Blessing of the Elements Discard Raheli's Blessing of Milani
BYA Con 5+2=7:3d6 ⇒ (5, 4, 3) = 12
Without any weapon in hand, the Red Raven autofails the two combat checks, discarding Lookout and Blessing of the Spy to dmg. He has no cards left to discard for the henchman power.
I'm not quite sure what happens to the Oracle now, but I think maybe it's just banished?
It is now - finally - the hour of Iomedae (I think Iomedae is now the top of the discard pile? Or maybe it's still the Oracle?) and the Red Raven thinks he'd best take cover.
He's got a handy rapier in his kit, but in all the hubbub he can't seem to find his kit! With no card in hand to exchange, I think I can't take anything out of the kit.
The Red Raven heads to the Citadel. He's heard that his friend Kurundo is there and might have a scroll of Cure. When he gets there he sees that Seoni is there too. What a party! If only I didn't already have such a hangover...
He can't resist peeking around the corner to see who is coming to the party next.
RR power to examine after move step, shuffled Citadel, can't be 7:1d7 + 2 ⇒ (7) + 2 = 9
Seeing that it's a (hopefully friendly) archer, the Red Raven tries to show him a few archery tricks.
Archer:
Ally B
Traits:
Elite
Human
To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Dex 8:1d10 + 1 ⇒ (9) + 1 = 10 The archer decides to join up with the group and see if perhaps he can be a Pathfinder too... Ally B acquired
Reset hand, end turn
The Red Raven wrote:
Hand: Archer aq, Mask of the Red Raven, Appleslayer, Captain's Cutlass 2,
Displayed: Deck: 6 Discard: 6 Buried: 0
Notes: Location: Citadel
Cutlass: Recharge this card to reduce Combat damage dealt to a character at your location by 2.
Sideboard cards: Rapier, Stalking Armor, Gambeson,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary (Brutal):
* Recharged Kurundo's BoGreen Faith
* Discarded Kurundo's BoElements
* Discarded Raheli's BoMilani
* Oracle 1 discarded from Blessings deck. NOT defeated.
* Citadel is shuffled and cards 1,2,7,9 are all gone.
* Red Raven could definitely use some healing
Moments after Aric runs off to use the facilities, the Red Raven reappears. "My friend Aric says he may be a moment - apparently there are not a lot of toilets on this comet - and asked me if I could take his place while he's indisposed."
SoT: swap Gambeson into kit and Masque into hand
Move step: examine Bridge 1, then explore
Pit Trap:
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Discard Thieves' Tools to auto-defeat
Pit Trap power: explore Bridge 2
Goblin Commando:
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Discard Psychic Detective to examine, then explore, Bridge 3
Ambush:
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Recharge Captain's Cutlass Recharge Kurundo's Blessing of the Green Faith Acrobatics 9+2=11:2d10 + 3 + 1d6 ⇒ (1, 9) + 3 + (3) = 16Ambush is banished
Ambush Power: explore Bridge 4
Guard:
Ally B
Traits:
Basic
Human
To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Con 4:1d6 ⇒ 1Guard is banished
Reset hand, end turn
Did I just lose all the boons?:1d10 ⇒ 1Whew, I did not
The Red Raven wrote:
Hand: Blessing of the Spy, Compass, Lookout, Blessing of the Ancients 2,
Displayed: Deck: 8 Discard: 3 Buried: 0
Notes: Location: Collapsing Bridge
Blessing of the Spy:
Blessing of the Ancients:
Sideboard cards: Rapier, Stalking Armor, Gambeson,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
At the start of Kurundo's turn, Recharge Compass to move to Cemetery and examine Card 1
Chime of Unlocking:
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
The Red Raven wrote:
Hand: Blessing of the Spy, Lookout, Blessing of the Ancients 2,
Displayed: Deck: 9 Discard: 3 Buried: 0
Notes: Location: Cemetery
Blessing of the Ancients
Sideboard cards: Rapier, Stalking Armor, Gambeson,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary:
* Collapsing Bridge cards 1-4 are gone
* Kurondo's Blessing of the Green Faith is recharged
* Red Raven is now at Cemetery
* Card 1 of Cemetery is an Item 2 (Dex/Disable 8 to acquire)
Elemental Trenches power:1d6 ⇒ 1No acid cards in hand
Swap Kama 1 to Kit and Lookout to Hand.
Move to Windswept Chasm and examine, then explore, card 1
Glaive:
Weapon B
Traits: 2-Handed Elite Melee Polearm Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Autofail acquire check
Recharge Lookout to examine Chasm 2 The Red Raven spies another fierce elemental up ahead...
Lightning Elemental:
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
... and decides to let sleeping lightning lie...
Reset hand, end turn
The Red Raven wrote:
Hand: Rapier, Psychic Detective, Mask of the Red Raven, Appleslayer,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Many thanks - I definitely had some moments of confusion but I think I'm starting to get the idea of how Aric/RR will work, especially once they get their first power feat, and I can see it's going to be very entertaining.
It is the hour of the Gods.
Electricity?:1d4 ⇒ 2Discard Light Crossbow to dmg
The Red Raven heads to the Elemental Trenches, and uses his sneakiness to peek ahead and see what might lie in wait...
RR power - examine card 1 ... what's this!?! The Villain lurks here...
Stone Eater Enchanter:
Villain 2
Type: Monster
Traits: Outsider Sorcerer Acid Veteran
To Defeat: Constitution Fortitude 7 THEN Combat 12 OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.
Pausing for consultation in Hangouts
... and we're back!
The Red Raven spots the Stone Eater Enchanter, but the vile outsider has not spotted him. Our hero slinks back into the shadows, determined to bide his time until the moment is right.
reset hand, end turn
The Red Raven wrote:
Hand: Rapier, Half-Plate aq, Mask of the Red Raven, Kama 1,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary:
* The Villain is card 1 at Elemental Trenches
* Be sure not to close the Canyon, as this will shuffle all locations and we'll have to find the villain again at the Trenches.
The Red Raven digs into his kit to see what Aric may have stashed there.
Move Kukri to hand and Light Crossbow +1 to kit
Then he continues to explore the Watchtower.
Red Raven power - examine top card of location after move step:1d8 + 2 ⇒ (7) + 2 = 9 He sees that there is a fine short sword up ahead.
Explore Watchtower
Short Sword:
Weapon B
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Auto acquire due to Red Raven power re finesse checks With his new short sword in hand, the Red Raven continues looking around the Watchtower.
Discard Blessing of the Ancients to examine, then explore, top card of Watchtower, can't be 9:1d8 + 2 ⇒ (8) + 2 = 10
It's not long before he comes face to face with a fearsome Lightning Elemental.
Lightning Elemental:
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Having slain the lightning creature, the Red Raven decides that the Watchtower is not much to his liking and that perhaps he should shut it down.
Banish Short Sword aq to close Watchtower Watchtower is closed
Watchtower close condition: draw a weapon from the box.
Light Crossbow:
Weapon B
Traits: Basic Bow Piercing Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon B acquired
After his labors, the Red Raven pauses to rest.
reset hand, end turn
The Red Raven wrote:
Hand: Rapier, Half-Plate aq, Light Crossbow aq, Kama 1,
Displayed: Deck: 11 Discard: 2 Buried: 0
Notes: Light Crossbow: you may discard this card to add 1d4 to any combat check at another location.
Location: Watchtower
Sideboard cards: Kama 2, Light Crossbow +1 aq, Lookout,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary:
* Raheli's BotQ is discarded
* Watchtower is closed
"Hey, this place seems dangerous! I'd better be prepared."
Display Gambeson
RR Power, at the end of move step examine GSB 1
Scythe +1:
Weapon 2
Traits: 2-Handed Magic Melee Scythe Slashing
To Acquire: Strength Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
The Red Raven eyes the magic scythe and decides that it is probably more useful to his comrade Korundo. "I am needed elsewhere!" he declares.
Recharge Compass to move to Watchtower and examine Watchtower 1
Half-Plate:
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Location power: summon random monster to acquire boon The Red Raven sees a nice set of armor, guarded by a zombie.
Zombie:
Monster B
Traits: Basic Undead Zombie
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Reveal Rapier Combat 9:1d10 + 3 + 2d4 ⇒ (7) + 3 + (4, 2) = 16Armor B acquired
The Red Raven creeps up on the zombie and slays it before it sees a thing. Then he lugs off the new suit of heavy armor that it was guarding. Not quite the get up for a batman-type like myself, but it could come in handy... he thinks.
Display Clockwork Spy to examine, then explore, Watchtower 2
Light Crossbow +1:
Weapon 2
Traits: Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.
Location power: summon random monster to acquire boon The Red Raven sees a nice crossbow, guarded by a human fighter.
Warlord:
Monster B
Traits: Fighter Human Veteran
To Defeat: Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
With the help of his friend Korundo, the Red Raven makes quick work of the warlord and takes his prized magic crossbow for his own.
Recharge Blessing of the Ancients 2 to examine, then explore, Watchtower 3 One of the warlord's mercenaries tries to get the jump on the Red Raven.
Mercenary:
Monster B
Traits: Human Veteran Warrior
To Defeat: Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Reveal Rapier Combat 10+2=12:1d10 + 3 + 2d4 ⇒ (6) + 3 + (1, 1) = 11
Unfortunately, the Red Raven is too busy looking at his new crossbow and the Mercenary gets the better of him. Oops, I goofed, forgot I could have banished Clockwork Spy for another 1d6... My bad. Recharge Gambeson to reduce Combat dmg by 1 to 0 Watchtower 3 (Mercenary) is shuffled back into Watchtower
Reset hand, end turn
The Red Raven wrote:
Hand: Rapier, Half-Plate aq, Light Crossbow +1 aq, Blessing of the Ancients 1,
Displayed: Clockwork Spy,
Deck: 11 Discard: 1 Buried: 0
Notes: Blessing of the Ancients
Crossbow: ""you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.""
Location: Watchtower
Sideboard cards: Kama 2, Kukri, Lookout,
Favored Card: None Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Favored Card: None Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary:
* Top Card of Great Stone Bridge is Scythe +1 (Weapon 2 and well suited for Korundo to acquire)
* Watchtower 1 & 2 acquired (Armor B and Weapon 2)
* Korundo's Blessing of the Green Faith is recharged
* Watchtower is shuffled