-- Seoni's Turn --
Hour: Zon-kuthon's Pain - After discarding any number of cards as damage, draw a card. Location: Dungeons - The difficulty of combat checks is increased by 2.
On-Turn Actions
Recharge Leech to heal 1d4 - 1 ⇒ (4) - 1 = 3 cards.
The Real Rabbit Prince, The Dance, Holy Water are healed.
Free Exploration: Henchman Proxy - Ancient Skeleton
Before acting, either recharge a Divine card or suffer 1 Combat damage.
Reveal Ring of Protection to reduce damage.
Banish Lightning Bolt to use Arcane +3d6. Siwar reloads Valet to add 1d4+1
Combat 19:1d12 + 3d6 + 1d4 + 7 ⇒ (1) + (6, 5, 2) + (2) + 7 = 23
Success
Ancient Skeleton is banished.
Closing Location:Summon and defeat the danger.
Encounter Ancient Skeleton.
Before acting, either recharge a Divine card or suffer 1 Combat damage.
Reveal Ring of Protection to reduce damage.
Recharge Locate Object to use Arcane +2d4+1. Siwar discards Blessing of the Gods to bless.
Combat 19:2d12 + 2d4 + 7 ⇒ (7, 9) + (3, 3) + 7 = 29
Success
Ancient Skeleton is banished.
When Permanently Closed: Each local character may draw a card.
Draw .
Immediate Move: Moving to Cell.
Location: Cell - You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
Discard Nethys's Duality to examine Cell (Nightspear, Henchman Proxy - Ancient Skeleton).
Displayed: Deck: 15 Discard: 3 Buried: 0
Hero Points: 2
Acc Reroll: Available
Role: Celestial Runecaster
NOTES: Available Support: Dandy (local Charisma/Diplomacy), Holy Water (evade or damage undead), Force Missile (Magic trait)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Detect Magic (Core), Enhance, Magic Eye, Good Omen, Fate-reader Lenses, The Owl, Clairvoyance, The Dance, Leech, Troubadour (Core), Dust of Revealing, Locate Object (Core), The Real Rabbit Prince, The Real Rabbit Prince, The Real Rabbit Prince, The Real Rabbit Prince, The Real Rabbit Prince, The Real Rabbit Prince, The Real Rabbit Prince, The Real Rabbit Prince, The Real Rabbit Prince, The Real Rabbit Prince, The Real Rabbit Prince
Recharged: Discard Pile: The All-Seeing Eye, Quarterstaff of Vaulting, Nethys's Duality, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: Irori's Mastery - On your blessed check, you may reroll any dice showing 1. Location: Twisting Passages - You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
On-Turn Actions
Discard The All-Seeing Eye to examine Twisting Passages (Wight, Drums of Haste).
Return the cards in the following order: Drums of Haste, Wight.
All-Seeing Exploration: Drums of Haste
Charisma 8:1d12 + 4 ⇒ (3) + 4 = 7
Failure
Drums of Haste is banished.
Ending Turn
Reset: Discard Quarterstaff of Vaulting. Drawing four cards. Recharge Troubadour.
Displayed: Deck: 15 Discard: 5 Buried: 0
Hero Points: 2
Acc Reroll: Available
Role: Celestial Runecaster
NOTES: Available Support: Leech (for Wu Shen)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Ring of Protection,
Middle of Deck (Unknown Order): Magic Eye, Korvosan Dandy, Force Missile (Core), Dust of Revealing, The Rakshasa, The Owl, Fate-reader Lenses, Good Omen, Clairvoyance, Detect Magic (Core), Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance
Recharged: Troubadour (Core),
Discard Pile: The Real Rabbit Prince, Holy Water (Core), The Dance, The All-Seeing Eye, Quarterstaff of Vaulting, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: Achaekek's Claws - Before acting against a story bane monster, draw 1 card then discard 1 card. Location: Twisting Passages - You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
Before Turn:
Nethys's Duality, Korvosan Dandy are healed.
Ending Turn
Reset: Drawing four cards. Recharge Clairvoyance.
On Siwar's Turn:
After Siwar's turn starts banish then shuffle Magic Eye to examine Twisted Passages (Sklar-quah Thundercaller, Norgorber's Shadow, Vampire Spawn).
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: The Prince of Pain- When you encounter a card, you may draw a card; if you do, discard the top card of your deck. Location: Crypt - The difficulty of checks against Undead banes is increased by 3.
Start of Turn:
On-Turn Actions
Discard Nethys's Duality to examine Crypt (Enhance, Emperor Scorpion).
Discard The Owl, Korvosan Dandy for damage.
Encounter Emperor Scorpion.
Discard Holy Water to use Arcane +2d4. Recharge Rakshasa to bless.
Combat 20:2d12 + 2d4 + 6 ⇒ (9, 3) + (1, 4) + 6 = 23
Success
Emperor Scorpion is banished.
Banish Detect Magic to examine Crypt (Enhance).
Encounter Enhance.
Automatic Success
Enhance is acquired.
Banish Locate Object to examine Crypt (Basilisk, Cryptic Message, Minotaur, The Dance).
Recharge Noble to add 1d6.
Dexterity 8:2d6 ⇒ (4, 5) = 9
Success
The Dance is acquired.
Crypt is shuffled.
Ending Turn
End of Turn:
Recovery: Automatically shuffle Detect Magic, Locate Object.
Reset: Drawing four cards. Shuffle Enhance into deck.
On Siwar's Turn:
After Siwar's turn starts recharge Leech to heal 1d4 ⇒ 1 card.
The Owl is healed.
Banish then shuffle Locate Object to examine Crypt once it is shuffled.
Displayed: Deck: 15 Discard: 4 Buried: 0
Hero Points: 2
Acc Reroll: Available
Role: Celestial Runecaster
NOTES: Available Support: The Dance (global bless twice)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Leech,
Middle of Deck (Unknown Order): Force Missile (Core), Magic Eye, Clairvoyance, Lightning Bolt (Core), Noble, Troubadour (Core), Good Omen, Fate-reader Lenses, The All-Seeing Eye, The Rakshasa, Detect Magic (Core), Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance, Enhance
Recharged: Discard Pile: The Owl, Holy Water (Core), Nethys's Duality, Korvosan Dandy, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Holy Water (Core),
Displayed: Deck: 13 Discard: 0 Buried: 0
Hero Points: 2
Acc Reroll: Used
Role: Celestial Runecaster
NOTES: Available Support: Good Omen (global closing), Force Missile (global Magic combat)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Quarterstaff of Vaulting, Magic Eye, Troubadour (Core), Clairvoyance, Force Missile (Core), Lightning Bolt (Core), Good Omen, Ring of Protection, Leech, Dust of Revealing, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye
Recharged: Discard Pile: Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: Lady Despair - On your turn, if you would suffer a scourge, a random local character suffers it instead. Location: Ossuary - On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
On-Turn Actions Free Exploration: Ambrosia
Automatic Failure
Ambrosia is banished.
Ending Turn
Reset: Drawing three cards.
On Siwar's Turn:
After Siwar's turn starts discard Fate-reader Lenses to examine Ossuary (Planar Rift, Giant Form, Emperor Cobra).
Replace cards in the following order: Giant Form, Planar Rift, Emperor Cobra.
Displayed: Deck: 13 Discard: 3 Buried: 0
Hero Points: 2
Acc Reroll: Used
Role: Celestial Runecaster
NOTES: Available Support: Good Omen (global closing), Force Missile (global Magic combat)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): The Rakshasa, Quarterstaff of Vaulting, Leech, Detect Magic (Core), Poison Blast, Clairvoyance, Ring of Protection, The All-Seeing Eye, Dust of Revealing, Noble, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion
Recharged: Discard Pile: The Winged Serpent, Korvosan Dandy, Nethys's Duality, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Banish then shuffle Clairvoyance to examine Ossuary (Planar Rift, Wyvern Blade Trap, Catoblepas).
Discard Korvosan Dandy for damage.
Return cards in the following order: Catoblepas, Wyvern Blade Trap, Planar Rift.
-- Seoni's Turn --
Hour: The Locksmith - On your check, you may recharge a card to replace all d4s with d8s. Location: Blood Pool - After you discard cards as damage, bury a card from your discards.
Discard Nethys's Duality to examine Blood Pool (Henchman Proxy - Cultist, The Demon's Lantern).
Return cards in the following order: The Demon's Lantern, Henchman Proxy - Cultist.
Recharge Leech to heal 1d4 - 1 ⇒ (4) - 1 = 3 cards.
Quarterstaff of Vaulting, The All-Seeing Eye, Nethys's Duality healed.
Ending Turn
End of Turn: Move to Ossuary.
Recovery: Automatically shuffle Magical Mansion
Reset: Drawing four cards.
On someone's Turn:
After the Thundering Earthbreaker is encountered, banish then shuffle Clairvoyance to examine Ossuary and move the third card to the top of the location.
Displayed: Deck: 15 Discard: 1 Buried: 0
Hero Points: 2
Acc Reroll: Used
Role: Celestial Runecaster
NOTES: Available Support: Good Omen (global closing), Dandy (local Charisma/Diplomacy)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Troubadour (Core), Magic Eye, Fate-reader Lenses, Ring of Protection, The All-Seeing Eye, Force Missile (Core), Leech, Dust of Revealing, Detect Magic (Core), The Rakshasa, Quarterstaff of Vaulting, Poison Blast, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion, Magical Mansion
Recharged: Discard Pile: The Winged Serpent, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: Torag's Power - When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. Location: Blood Pool - After you discard cards as damage, bury a card from your discards.
On-Turn Actions
Discard The All-Seeing Eye to examine Blood Pool (Magical Mansion, Basilisk).
Displayed:Magical Mansion,
Deck: 12 Discard: 3 Buried: 0
Hero Points: 2
Acc Reroll: Used
Role: Celestial Runecaster
NOTES: Available Support: Good Omen (global closing), Dandy (local Charisma/Diplomacy)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Fate-reader Lenses, Dust of Revealing, The Rakshasa, Force Missile (Core), Magic Eye, Detect Magic (Core), Ring of Protection, Lightning Bolt (Core), Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast
Recharged: Noble,
Discard Pile: The Winged Serpent, Quarterstaff of Vaulting, The All-Seeing Eye, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Summon and encounter Random Monster: Evoker.
Before acting, a random local character suffers 1 damage.
Reveal Ring of Protection to reduce damage.
Discard The Winged Serpent to bless.
Troubadour is healed.
Arcane 14:2d12 + 5 ⇒ (11, 9) + 5 = 25
Success
Evoker is banished.
After acting, suffer 1d4 ⇒ 4 damage.
Recharge Ring of Protection to reduce damage.
Discard Quarterstaff of Vaulting for damage.
Displayed: Deck: 15 Discard: 2 Buried: 0
Hero Points: 2
Acc Reroll: Used
Role: Celestial Runecaster
NOTES: Available Support: Good Omen (global closing), Noble (local Charisma/Diplomacy/acquire), Dandy (local Charisma/Diplomacy)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Lightning Bolt (Core), Force Missile (Core), Troubadour (Core), Magic Eye, The Rakshasa, Locate Object (Core), Dust of Revealing, Clairvoyance, Ring of Protection, Nethys's Duality, Leech, Detect Magic (Core), Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast, Poison Blast
Recharged: Discard Pile: The Winged Serpent, Quarterstaff of Vaulting, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: Abadar's Law - On your check to close or to guard, add 1d4. Location: Ossuary - On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
On-Turn Actions
Discard Fate-reader Lenses to examine Ossuary (Wyvern Blade Trap, Planar Rift, Thundering Earthbreaker).
Return cards in the following order: Thundering Earthbreaker, Planar Rift, Wyvern Blade Trap
Move Step: Moving to Crypt.
Location: Crypt - The difficulty of checks against Undead banes is increased by 3.
Free Exploration: Smoke Slayer
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Automatic Failure
Difficulty increased by 1d8 ⇒ 7.
Banish Lightning Bolt to use Arcane +3d6.
Combat 20:1d12 + 3d6 + 5 ⇒ (7) + (2, 6, 6) + 5 = 26
Success
Smoke Slayer is banished.
Displayed: Deck: 11 Discard: 4 Buried: 0
Hero Points: 2
Acc Reroll: Used
Role: Celestial Runecaster
NOTES: Available Support: Good Omen (global closing), The Winged Serpent (distant bless)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Locate Object (Core), Force Missile (Core), The Rakshasa, Lightning Bolt (Core), Noble, Dust of Revealing, Clairvoyance, Detect Magic (Core), The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye
Recharged: Discard Pile: Troubadour (Core), Nethys's Duality, Poison Blast, Fate-reader Lenses, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Displayed: Deck: 12 Discard: 3 Buried: 0
Hero Points: 2
Acc Reroll: Used
Role: Celestial Runecaster
NOTES: Available Support: Good Omen (global closing), The Winged Serpent (distant bless), Lens (reveal global Perception)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Locate Object (Core), Force Missile (Core), Detect Magic (Core), Clairvoyance, Leech, Magic Eye, The Rakshasa, Noble, Dust of Revealing, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye
Recharged: Discard Pile: Troubadour (Core), Nethys's Duality, Poison Blast, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Displayed: Deck: 13 Discard: 0 Buried: 0
Hero Points: 2
Acc Reroll: Used
Role: Celestial Runecaster
NOTES: Available Support: Troubadour (local Charisma/Diplomacy), Good Omen (global closing), The Winged Serpent (distant bless)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Magic Eye, Leech, Fate-reader Lenses, Dust of Revealing, Force Missile (Core), Detect Magic (Core), Clairvoyance, Korvosan Dandy, Locate Object (Core), The Rakshasa, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye
Recharged: Discard Pile: Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Displayed: Deck: 7 Discard: 9 Buried: 0
Hero Points: 2
Acc Reroll: Used
Role: Celestial Runecaster
NOTES: Available Support: Dandy (local Charisma/Diplomacy), Noble (local Charisma/Diplomacy/acquire)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Detect Magic (Core), Leech, The Mute Hag, Good Omen, Fate-reader Lenses, Clairvoyance
Recharged: Discard Pile: Hellknight of the Nail, Force Missile (Core), Troubadour (Core), The Rakshasa, Ring of Protection, Lightning Bolt (Core), Quarterstaff of Vaulting, Drums of Haste, Riding Allosaurus, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Displayed: Deck: 13 Discard: 3 Buried: 0
Hero Points: 2
Acc Reroll: Available
Role: Celestial Runecaster
NOTES: Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Nethys's Duality, The All-Seeing Eye, Good Omen, Fate-reader Lenses, Detect Magic (Core), Clairvoyance, Locate Object (Core), Leech, Noble, Magic Eye, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag
Recharged: Discard Pile: Hellknight of the Nail, Force Missile (Core), Troubadour (Core), Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: Iomedae's Justice - On your check against an Outsider card, add 1d4. Location: Office - When you would reveal, reload, or recharge an Animal ally, discard it instead.
On-Turn Actions Move Step: Moving to Slaughterhouse.
Location: Slaughterhouse - When you defeat a monster, discard a card.
Free Exploration: Hellknight of the Nail
Banish Good Omen to add 1d6+1.
Diplomacy 11:1d12 + 1d6 + 6 ⇒ (7) + (6) + 6 = 19
Success
Hellknight of the Nail is acquired.
Discard Hellknight of the Nail to Explore: The Sickness
Automatic Failure
Discard Force Missile.
The Sickness is banished.
Discard Troubadour to Explore: Henchman Proxy - Animated Object
Random character encounters: 1d3 ⇒ 1 Adowyn.
Ending Turn
Recovery: Automatically shuffle Good Omen.
Reset: Drawing three cards.
Actions Still Needed:
Adowyn must encounter Animated Object.
Displayed: Deck: 10 Discard: 3 Buried: 0
Hero Points: 2
Acc Reroll: Available
Role: Celestial Runecaster
NOTES: Available Support: Noble (local Charisma/Diplomacy/acquire)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Fate-reader Lenses, Locate Object (Core), Nethys's Duality, Detect Magic (Core), Korvosan Dandy, Magic Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye, The All-Seeing Eye
Recharged: Leech,
Discard Pile: Hellknight of the Nail, Force Missile (Core), Troubadour (Core), Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: The Prince of Pain - When you encounter a card, you may draw a card; if you do, discard the top card of your deck. Location: Office - When you would reveal, reload, or recharge an Animal ally, discard it instead.
Start of Turn:
Thunderstorm: 1d4 ⇒ 2, moves to 1d2 ⇒ 1 Office.
On-Turn Actions Free Exploration: Fangs of Diomazul
Automatic Failure
Fangs of Diomazul is displayed at the Office.
Displayed: Deck: 13 Discard: 0 Buried: 0
Hero Points: 2
Acc Reroll: Available
Role: Celestial Runecaster
NOTES: Available Support: Troubadour (local Charisma/Diplomacy), Force Missile (Magic trait), Good Omen (global closing)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Magic Eye, Locate Object (Core), Noble, Quarterstaff of Vaulting, Detect Magic (Core), Nethys's Duality, Fate-reader Lenses, The All-Seeing Eye, Clairvoyance, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag
Recharged: Leech,
Discard Pile: Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: The Demon's Lantern - On your check against a barrier, the difficulty is increased by 3. Location: Laboratory - When you fail a check to defeat a bane, suffer 1 Acid damage.
On-Turn Actions
Banish Clarivoyance to examine Laboratory (Henchman Proxy - Trapped Furniture, Thunderstorm, Harpy).
Encounter Trapped Furniture.
Adowyn discards Blessing of Abadar to bless twice. Siwar recharges/reloads a card to add 1d4+1.
Wisdom 15:3d8 + 1d4 + 1 ⇒ (4, 2, 7) + (2) + 1 = 16
Success
Henchman Proxy - Trapped Furniture is banished.
Return the cards in the following order: Harpy, Thunderstorm.
Recharge The Mute Hag to Examine Laboratory (Harpy).
Free Exploration: Harpy
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location. Wisdom 6:2d6 ⇒ (6, 6) = 12
Success
Banish Lightning Bolt to use Arcane +3d6.
Automatic Success
Harpy is banished.
Discard Noble to Explore: Thunderstorm
Display this barrier at your location.
Party Resources Expended: Blessing of Abadar from Adowyn discarded. A card from Siwar for bardsong. Actions Still Needed:
Wu Shen must succeed on a Wisdom 6 check or move to the Laboratory.
Displayed: Deck: 13 Discard: 0 Buried: 0
Hero Points: 2
Acc Reroll: Available
Role: Celestial Runecaster
NOTES: Available Support: Troubadour (local Charisma/Diplomacy), The Mute Hag (multi-bless), Force Missile (Magic trait), Good Omen (global closing)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Magic Eye, Quarterstaff of Vaulting, Detect Magic (Core), Locate Object (Core), Korvosan Dandy, Ring of Protection, Clairvoyance, Nethys's Duality, Fate-reader Lenses, The All-Seeing Eye, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag, The Mute Hag
Recharged: Discard Pile: Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Displayed: Deck: 12 Discard: 0 Buried: 0
Hero Points: 2
Acc Reroll: Available
Role: Celestial Runecaster
NOTES: Available Support: Noble (local Charisma/Diplomacy), The Mute Hag (multi-bless), Force Missile (Magic trait)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Detect Magic (Core), Nethys's Duality, Locate Object (Core), Troubadour (Core), Quarterstaff of Vaulting, Fate-reader Lenses, Magic Eye, Good Omen, Ring of Protection, The All-Seeing Eye
Recharged: Discard Pile: Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☑ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: Torag's Power - When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. Location: Graveyard - Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
-- Seoni's Turn --
Hour: The Survivor - At the start of your turn, you may recharge any number of cards then reset. Location: Graveyard - Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Before Turn:
Suffer Frightened.
Start of Turn:
Reset: Drawing one card (Clairvoyance).
Move Step: Moving to Office.
Location: Office - When you would reveal, reload, or recharge an Animal ally, discard it instead.
Banish Clairvoyance to examine Office (Wounding Spear-axe, Drums of Panic, Firepelt Cougar).
Return cards in the following order: Drums of Panic, Wounding Spear-axe, Firepelt Cougar
Display Divine Fortune.
Free Exploration: Drums of Panic
Recharge Noble to add 1d6. Reveal Circlet of Mental Acuity to add 1.
Charisma 10:1d12 + 2d6 + 4 ⇒ (11) + (5, 5) + 4 = 25
Success
Drums of Panic are acquired.
Ending Turn
Recovery: Automatically shuffle Magic Eye, Clairvoyance.
Reset: Discard Drums of Panic. Drawing four cards.
On Siwar's Turn:
After Siwar's turn starts recharge Leech to heal 1d4 - 1 ⇒ (3) - 1 = 2 cards.
Nethys's Duality, The All-Seeing Eye are healed.
Displayed:Divine Fortune (Core),
Deck: 11 Discard: 3 Buried: 0
Hero Points: 2
Accessory Reroll: 1
Role: Celestial Runecaster // Seoni has the following scourges marked:
Frightened:
While Marked:
When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.
When your location is closed, you may remove this scourge.
NOTES: Available Support: Troubadour (local Charisma/Diplomacy), Good Omen (global acquire/close), Force Missile (Magic trait)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless in this scenario.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Locate Object (Core), Fate-reader Lenses, Quarterstaff of Vaulting, Noble, Clairvoyance, Magic Eye, The Rakshasa, Detect Magic (Core), The Queen Mother
Recharged: Discard Pile: The All-Seeing Eye, Nethys's Duality, Drums of Panic, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: The Courtesan - When you would encounter a non-story bane barrier, banish it instead, then summon and encounter a Task barrier. Location: Graveyard - Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
On-Turn Actions
Discard The All-Seeing Eye to examine Graveyard (Henchman (PB) - Ghost, Wyvern Blade Trap).
Return the cards in the following order: Wyvern Blade Trap, Henchman (PB) - Ghost.
Encounter Wyvern Blade Trap or Sick Child
Wyvern Blade Trap is banished.
Encounter Sick Child.
Recharge Troubadour to add 1d6.
Diplomacy 12:1d12 + 1d6 + 5 ⇒ (10) + (5) + 5 = 20
Success
Sick Child is banished.
Ending Turn
Reset: Drawing five cards.
On Siwar's Turn:
After Siwar's turn starts discard Nethys's Duality to examine Graveyard (Henchman (PB) - Ghost, Evoker).
Return cards in the following order: Evoker, Henchman (PB) - Ghost.
Displayed: Deck: 13 Discard: 1 Buried: 0
Hero Points: 2
Accessory Reroll: 1
Role: Celestial Runecaster // Seoni has the following
When you would heal any number of cards, you may remove this scourge instead.[/spoiler]
NOTES: Available Support: Noble (local Charisma/Diplomacy)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless in this scenario.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Force Missile (Core), Detect Magic (Core), Good Omen, Locate Object (Core), Quarterstaff of Vaulting, Fate-reader Lenses, Leech, The Rakshasa, Clairvoyance, The Queen Mother
Recharged: Troubadour (Core),
Discard Pile: The All-Seeing Eye, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Encounter Ghost
Banish and then shuffle Lightning Bolt to use Arcane +3d6. Recharge The Rakshasa to bless.
Combat 19:2d12 + 3d6 + 5 ⇒ (10, 10) + (5, 2, 4) + 5 = 36
Success
Henchman (PA) - Ghost is banished.
Closing Location:Succeed at an Intelligence or Knowledge 5+# check.
Siwar recharges a card to add 1d4+1. Silver Flute adds 1d4.
Knowledge 9:1d8 + 2d4 + 2 ⇒ (5) + (3, 1) + 2 = 11
Success
Immediate Move: Moving to Graveyard.
Location: Graveyard - Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
-- Seoni's Turn --
Hour: The Unicorn - Your check to acquire is blessed. Location: Reading Room - On your check, if the hour is Harrow, add 1.
On-Turn Actions
Banish Detect Magic to examine Reading Room (Henchman (PB) - Ghost).
Reading Room is shuffled.
Random rolls to interact with shuffled location.
Banish Magic Eye to examine Reading Room.
Top Card 1d11 ⇒ 7: The Keep
Next Card 1d10 ⇒ 1: Henchman (PA) - Ghost
Next Card 1d9 ⇒ 4: Circlet of Mental Acuity
Move Step: Moving to Library.
Location: Library - On your check against a spell or a Book boon, add 1d6.
Banish Clairvoyance to examine Library (Henchman (PB) - Ghost, Divine Fortune, Vortex of Madness).
Encounter Vortex of Madness.
Siwar discards Blessing of Abadar to bless twice.
Intelligence 11:3d8 ⇒ (6, 2, 8) = 16
Success
Vortex of Madness is banished.
Return cards in the following order: Divine Fortune, Henchman (PB) - Ghost
Free Exploration: Divine Fortune
"Ghosts? How about tasty spells instead."
Discard The Queen Mother to bless.
Wisdom 11:4d6 + 1 ⇒ (3, 1, 2, 5) + 1 = 12
Success
Divine Fortune is acquired.
Recharge Leech to heal 1d4 - 1 ⇒ (3) - 1 = 2 cards.
The Queen Mother is healed.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Ignore previous post due to technical difficulties (and too much coffee)
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-- Seoni's Turn --
Hour: The Sickness - When you suffer damage, suffer the scourge Plagued. Location: Fishery - For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
Before Turn:
Discard Detect Magic for damage.
Detect Magic, Quarterstaff of Vaulting are healed.
On-Turn Actions Give a Card: Give Korvosan Dandy to Adowyn.
Discard The All-Seeing Eye to examine Siege Deck (Boggart, Lamm's Lamb).
Return the cards in the following order: Lamm's Lamb, Boggart.
All-Seeing Exploration: Lamm's Lamb
Reveal Cirlet of Mental Acuity to add 1. Recharge Noble to add 1d6.
Diplomacy 6:1d12 + 1d6 + 5 ⇒ (4) + (3) + 5 = 12
Success
Lamm's Lamb is banished.
Ending Turn
End of Turn: Take 1d4 - 2 ⇒ (2) - 2 = 0 Fire damage.
Reset: Drawing four cards.
On someone's Turn:
Banish then shuffle Magic Eye to examine Siege Deck (Boggart, Garden Guardian, Basilisk).
When someone encounters the Boggart, I'll do the Knowledge check if they wish.
My Knowledge Check:
Reveal Circlet of Mental Acuity to add 1.
Knowledge 4:1d8 + 2 ⇒ (4) + 2 = 6
Success
I'll avenge any local monster encounter that is failed.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: The Sickness - When you suffer damage, suffer the scourge Plagued. Location: Fishery - For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
Before Turn:
Discard Detect Magic for damage.
Detect Magic, Quarterstaff of Vaulting are healed.
On-Turn Actions
Discard The All-Seeing Eye to examine Siege Deck (Henchman - Boggard Champion, Boggart).
Give a Card: Give Korvosan Dandy to Adowyn.
All-Seeing Exploration: Henchman - Boggard Champion
Difficulty increase: 1d12 ⇒ 9
Banish Force Missile to use Arcane +2d4. Recharge Noble to add 1d6. Reveal Circlet of Mental Acuity to add 1. Wu Shen discards Deathbane Light Crossbow to add 1d8.
Combat 26:1d12 + 2d4 + 1d6 + 1d8 + 5 ⇒ (2) + (1, 4) + (2) + (1) + 5 = 15
Failure
Discard Circlet of Mental Acuity for damage.
If undefeated, bury a random card from your discards and suffer the scourge Frightened.
Henchmen is shuffled into Siege Deck.
Suffer Frightened.
Bury Nethys's Duality.
Closing Location: Fishery.
Immediate Move: Moving to Stable.
Location: Stable - When you acquire an ally, you may shuffle a new ally into a random other location.
Ending Turn
End of Turn: Take 1d4 - 2 ⇒ (4) - 2 = 2 Fire damage.
Bury Circlet of Mental Acuity.
Recovery: Automatically shuffle Force Missile.
Reset: Drawing six cards.
Party Resources Expended: Deathbane Light Crossbow from Wu Shen is discarded. Actions Still Needed:
Siege Deck needs shuffled.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: The Inquisitor - You may not use powers to reroll dice. Location: Graveyard - Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
On-Turn Actions Free Exploration: Flanking Attack
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
(Wu Shen = 1, Adowyn = 2) 1d2 ⇒ 1 summons and encounters Poison Dart Trap.
Reveal and discard Quarterstaff of Vaulting to add 2d6+1.
Acrobatics 12:1d4 + 2d6 + 1 ⇒ (1) + (5, 5) + 1 = 12
Success
Poison Dart Trap is banished.
Flanking Attack is banished.
Discard Troubadour to Explore: Vreeg
Before acting, succeed at a Constitution, Wisdom, or Fortitude 4 check or bury a random card. Wisdom 4:1d6 ⇒ 1
Failure
Bury Locate Object.
Adowyn discards The Uprising to bless.
Wisdom 6:2d6 ⇒ (1, 5) = 6
Success
Banish Lightning Bolt to use Arcane +3d6.
Combat 12:2d12 + 3d6 + 4 ⇒ (6, 9) + (4, 5, 3) + 4 = 31
Success
Vreeg is banished.
Ending Turn
End of Turn: Take 1d4 - 2 ⇒ (3) - 2 = 1 Fire damage.
Discard Good Omen for damage.
Graveyard is closed.
When Permanently Closed: Shuffle a new Undead monster into a random other location 1d3 ⇒ 3: Stable
Immediate Move: Moving to Glade.
Location: Glade - When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
Recovery: Automatically shuffle Lightning Bolt.
Reset: Drawing five cards.
Party Resources Expended: The Uprising from Adowyn is discarded. Actions Still Needed:
Wu Shen needs to summon and encounter the danger.
A new undead monster needs to be shuffled into the Stable. (The scenario says nothing that would cause it to be put into the Siege Deck, so bonus!)
Displayed: Deck: 7 Discard: 3 Buried: 1
Hero Points: 2
Accessory Reroll: 1
Role: Celestial Runecaster
NOTES: Available Support: Detect Magic (if you want the Siege Deck shuffled)
Other: I don't use Nethys's Duality or The All-Seeing Eye to bless unless closing a location.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Good Omen, The Rakshasa, Magic Eye, Clairvoyance, Leech, Gem of Mental Acuity,
Recharged: Discard Pile: Nethys's Duality, Quarterstaff of Vaulting, Troubadour (Core), Buried Pile: Locate Object (Core),
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: Sarenrae's Light - When you heal, you may heal an additional card. Location: Graveyard - Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: Calistria's Sting - You may avenge by discarding a card. Location: Fishery - For your exploration, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
On-Turn Actions Move Step: Moving to Graveyard.
Location: Graveyard - Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
Discard Nethys's Duality to examine Siege Deck (Concealed Hatch, Necrophidian).
Return in the following order: Necrophidian, Concealed Hatch.
Free Exploration: Necrophidian
Recharge Magic Eye to use Arcane + 2d4. Recharge Noble to add 1d6.
Combat 12:1d12 + 2d4 + 1d6 + 4 ⇒ (1) + (4, 4) + (2) + 4 = 15
Necrophidian is banished.
Recharge Leech to heal 1d4 - 1 ⇒ (3) - 1 = 2 cards.
Locate Object, Nethys's Duality are healed.
Ending Turn
End of Turn: Take 1d4 - 2 ⇒ (1) - 2 = -1 Fire damage.
Reset: Drawing four cards.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: Sands of the Hour - No effect. Location: Graveyard - Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
On-Turn Actions
Banish Clairvoyance to examine Siege Deck (Henchman - Boggard Champion, Harpy, Wolf Pack).
Return cards in the following order: Henchman - Boggard Champion, Wolf Pack, Harpy.
Ending Turn
End of Turn: Take 1d4 - 2 ⇒ (1) - 2 = -1 Fire damage.
Recovery: Automatically shuffle Clairvoyance, Force Missile
Reset: Drawing three cards.
On Someone Else's Turn:
When encountering the Harpy:
Wisdom 6:1d6 ⇒ 3
Failure
Move to somewhere...
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: The Cyclone - The difficulty of your non-combat check against a bane is increased by 3. Location: Graveyard - Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
On-Turn Actions
Banish Magic Eye to examine Siege Deck (Gargoyle, Strangler, Termite Swarm).
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Recharge Gem of Mental Acuity to use a d12.
Constitution 6:1d12 ⇒ 8
Success
Free Exploration: Gargoyle
Banish Force Missile to use Arcane +2d4+4
Combat 15:1d12 + 2d4 + 8 ⇒ (12) + (1, 1) + 8 = 22
Success
Gargoyle is banished.
Ending Turn
End of Turn: Take 1d4 - 2 ⇒ (3) - 2 = 1 damage.
Discard Locate Object for damage.
Recovery: Automatically shuffle Magic Eye, Force Missile
Reset: Drawing four cards.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☑ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: The Vision - At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it. Location: Caves - When you fail a check to defeat a bane, suffer the scourge Dazed.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☐ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: Asmodeus's Tyranny - When you fail a check, you may bury your hand and discards to reroll. Location: Caves - When you fail a check to defeat a bane, suffer the scourge Dazed.
Start of Turn:
Discard Humanbane Rapier from deck.
On-Turn Actions Free Exploration: Persona Mask
Recharge Korvosan Dandy to add 1d6.
Diplomacy 9:1d12 + 1d6 + 4 ⇒ (5) + (3) + 4 = 12
Success
Persona Mask is acquired.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☐ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: The Midwife - At the start of your turn, summon and encounter a monster. Location: Caves - When you fail a check to defeat a bane, suffer the scourge Dazed.
Before Turn:
Heal 4 cards.
Magic Eye, Gem of Mental Acuity, Nethys's Duality, Detect Magic are healed.
Start of Turn:
Random Monster: Boggard
Take 1d4 - 1 ⇒ (2) - 1 = 1 damage.
Discard Longsword for damage.
Banish Lightning Bolt to use Arcane +3d6.
Combat 10:1d12 + 3d6 + 4 ⇒ (6) + (5, 6, 3) + 4 = 24
Success
Boggard is banished.
On Adowyn's Turn:
After Adowyn's turn starts banish then shuffle Clairvoyance to examine Caves (Spiked Volley, Necrophidian, Persona Mask).
Return cards in the following order: Necrophidian, Spiked Volley, Persona Mask
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☐ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Automatic Failure.
Take 1d4 + 1 ⇒ (2) + 1 = 3 Acid damage.
Discard Locate Object, Detect Magic, Good Omen for damage.
Suffer Wounded (irrelevant).
-- Seoni's Turn --
Hour: Calistria's Sting - You may avenge by discarding a card. Location: Caves - When you fail a check to defeat a bane, suffer the scourge Dazed.
Free Exploration: Yeth Hound
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. Wisdom 5:1d6 ⇒ 3
Failure
Suffer Frightened.
Banish Lightning Bolt to use Arcane +3d6.
Combat 10:1d12 + 3d6 + 4 ⇒ (4) + (6, 5, 4) + 4 = 23
Success
Yeth Hound is banished.
Actions Still Needed:
Adowyn must succeed at a Wisdom 5 check or suffer the scourge Frightened.
Wu Shen must succeed at a Wisdom 5 check or suffer the scourge Frightened.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☐ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: The Lady of Mysteries - On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. Location: Caves - When you fail a check to defeat a bane, suffer the scourge Dazed.
Before Turn:
Heal 4 cards.
Nethys's Duality, Korvosan Dandy, The Big Sky, Humanbane Rapier are healed.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Automatic Failure
Take 1d4 ⇒ 3 Acid damage.
Suffer Wounded.
Discard Circlet of Mental Acuity, Magic Eye for damage.
Start of Turn:
Discard Wyrmsmite from deck.
On-Turn Actions
Wu Shen recharges Staff of Minor Healing to heal Seoni 1 card.
Good Omen is healed.
Ending Turn
End of Turn: Remove Dazed.
Reset: Drawing six cards.
On Adowyn's Turn:
After Adowyn's turn starts recharge Leech to heal 1d4 - 1 ⇒ (2) - 1 = 1 cards.
Magic Eye is healed.
Displayed: Deck: 6 Discard: 7 Buried: 0
Hero Points: 2
Accessory Reroll: 1
Role: Celestial Runecaster // Seoni has the following scourges marked:
Wounded:
While Marked:
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Good Omen, Humanbane Rapier, Clairvoyance, The Big Sky, The Juggler
Recharged: Discard Pile: Troubadour (Core), Wyrmsmite, Circlet of Mental Acuity, Wall of Light, Gem of Mental Acuity, Magic Eye, Noble, Buried Pile:
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☐ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
-- Seoni's Turn --
Hour: Prayer - No effect. Location: Caves - When you fail a check to defeat a bane, suffer the scourge Dazed.
Start of Turn:
Discard Korvosan Dandy from deck.
On-Turn Actions Free Exploration: Villain Proxy - Dragon
Wildcard 1d3 ⇒ 2: Deadly
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Automatic Failure
Takes 1d4 ⇒ 4 Acid damage.
Discard Good Omen, Humanbane Rapier, Gem of Mental Acuity, Wall of Light, Noble for damage.
Suffer Wounded (irrelevant).
Discard The Big Sky to bless.
Wounded is removed.
Diplomacy 15:2d12 + 4 ⇒ (12, 9) + 4 = 25
Success
Deadly is removed.
Dragon is banished.
Villain Proxy is recharged.
Ending Turn
Reset: Drawing six cards.
On 's Turn:
After Adowyn's turn starts recharge Leech to heal 1d4 - 1 ⇒ (1) - 1 = 0 cards.
Nothing healed.
Banish then shuffle Clairvoyance to examine Caves (Shrieky Plant, Starknife, Henchman Proxy - Dragon).
Encounter Shrieky Plant.
Automatic Failure
Random Monster: Reefclaw
Recharge Detect Magic to use Arcane +2d4. Reveal Circlet of Mental Acuity to add 1.
Combat 11:1d12 + 2d4 + 5 ⇒ (4) + (3, 4) + 5 = 16 If this monster would be defeated, reroll. Combat 11:1d12 + 2d4 + 5 ⇒ (7) + (1, 3) + 5 = 16
Success
Reefclaw is banished.
Shrieky Plant is banished.
Returning cards in the following order:
A. Starknife, Henchman
Banish and then shuffle Magic Eye to examine Caves (Starknife, Henchman, Longsword).
Actions Still Needed:
Wu Shen must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Adowyn must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☐ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.
Automatic Failure
Seoni takes 1d4 ⇒ 3 Acid damage.
Seoni is Wounded.
Recharge Wyrmsmite to reduce damage to 0.
Displayed: Deck: 12 Discard: 1 Buried: 0
Hero Points: 2
Accessory Reroll: 1
Role: Celestial Runecaster // Seoni has the following scourges marked:
Wounded:
While Marked:
At the start of your turn, discard the top card of your deck.
When you would heal any number of cards, you may remove this scourge instead.
NOTES: Available Support: Wyrmsmite (for the breath weapon, I'll reduce the first person to take 3 or 4 damage, otherwise I'll reduce my damage), Noble (Charisma/Diplomacy), The Big Sky (bane bless/scourge removal), Wall of Light (if Magic trait needed)
Movement: Upon closing, move me wherever Adowyn goes.
Other: I don't use Nethys's Duality to bless unless closing.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☐ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Displayed: Deck: 11 Discard: 1 Buried: 0
Hero Points: 2
Accessory Reroll: 1
Role: Celestial Runecaster NOTES: Available Support: Wyrmsmite (for the breath weapon, I'll reduce the first person to take 3 or 4 damage, otherwise I'll reduce my damage), Noble (Charisma/Diplomacy), The Big Sky (bane bless/scourge removal), Wall of Light (if Magic trait needed)
Movement: Upon closing, move me wherever Adowyn goes.
Other: I don't use Nethys's Duality to bless unless closing.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☐ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.
Favored Card: Spell Hand Size: 6 ☐ 7☐ 8 Proficiencies: Arcane POWERS:
For your combat check, you may discard a card (☑ or recharge a spell) to use Arcane + 2d4 (☐ 2d6) plus the card's level and add the Attack, Force (☐ or Divine), and Magic traits. This counts as playing an Arcane spell.
On your check to recharge an Arcane spell (☐ or an Arcane item), you automatically succeed. (☑ You may instead shuffle it into your deck.)
☐ On your blessed check or your check at a Sacred location, you may reroll a die.
☐ When you suffer Acid or Cold (☐ or Electricity or Fire) damage, reduce it by 1.
☐ At the end of your turn, you may (☐ examine the top card of any location, then may) move.