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66 posts. Organized Play character for Kulko.




Shiv Battle Map | Campaign Page

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the
support card Liberty’s Edge Favor .

Liberty's Edge Favor:

Favor
Traits:
When you discard this card from the blessings deck, draw an ally from the box. While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.

If the result of your first check to defeat of your turn exceeds the
difficulty by 7 or more, shuffle a monster from the box into your
location deck.

During This Scenario: 4-1B: Imposters in the Compound

At the end of your turn, if you did not attempt a combat check this
turn, examine the top card of your location deck; if you attempted a
combat check this turn, succeed at a Dexterity, Stealth, Charisma, or
Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.

Additional Rules: Villain:

Bonecrusher Master:

Villain
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

Henchman:

Gnoll Slaver:

Henchman
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3. Before you act, recharge an ally. If undefeated, search your deck for an ally and bury it. If defeated, you may immediately attempt to close the location this henchman came from.

Scenario Level (#): 1

Turn: 1, Zadim/Zalarian

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Blasphemous Priest
MM
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Spoiler:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Spoiler:
Emperor Cobra
MM
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Spoiler:
Emperor Cobra
MM
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.

Spoiler:
Scarab Swarm
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

Barriers
Spoiler:
The Second Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Spoiler:
Burning Tar
MM
Barrier B
Traits:
Obstacle
Fire
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

Spoiler:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Spoiler:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Spoiler:
Memories of Violence
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

Weapons
Spoiler:
Kukri
MM
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Spoiler:
Torch
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic
To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Spoiler:
Fire Lance
MM
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite
To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Spoiler:
Kopis
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Spoiler:
Galvanic Chakram +1
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

Spells
Spoiler:
Elemental Treaty
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Fireblade
MM
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Locate Object
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Flames of the Faithful
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

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

Armors
Spoiler:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Spoiler:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
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 all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

Spoiler:
Crocodile Skin Armor
MM
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Spoiler:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

Items
Spoiler:
Holy Water Grenade
MM
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Spoiler:
Staff of Minor Healing
MM
Item 1
Traits:
Staff
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Spoiler:
Compass
MM
Item B
Traits:
Object
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Spoiler:
Healer's Kit
MM
Item B
Traits:
Tool
Healing
To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.

Spoiler:
Noxious Bomb
MM
Item B
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Allies
Spoiler:
Khelru
MM
Ally 1
Traits:
Human
Cleric
To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail to acquire this card, discard the top card of the blessings deck.
Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location deck, then you may then explore your location.

Spoiler:
Black Kiss
MM
Ally 1
Traits:
Half-Elf
Alchemist
Hireling
Aspis
To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.

Spoiler:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.

Spoiler:
Porcupine
MM
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Neb-at
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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.

Current Hour:

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

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Kulko:
Spoiler:
Hourglass Card 1 Alahazra/Kulko
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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.
Hourglass Card 2 Zadim/Zalarian:
Spoiler:
Hourglass Card 2 Zadim/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 3 Alahazra/Kulko:
Spoiler:
Hourglass Card 3 Alahazra/Kulko
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
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 barrier.
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.
Hourglass Card 4 Zadim/Zalarian:
Spoiler:
Hourglass Card 4 Zadim/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 5 Alahazra/Kulko:
Spoiler:
Hourglass Card 5 Alahazra/Kulko
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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.
Hourglass Card 6 Zadim/Zalarian:
Spoiler:
Hourglass Card 6 Zadim/Zalarian
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 7 Alahazra/Kulko:
Spoiler:
Hourglass Card 7 Alahazra/Kulko
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 8 Zadim/Zalarian:
Spoiler:
Hourglass Card 8 Zadim/Zalarian
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Alahazra/Kulko:
Spoiler:
Hourglass Card 9 Alahazra/Kulko
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 10 Zadim/Zalarian:
Spoiler:
Hourglass Card 10 Zadim/Zalarian
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Hourglass Card 11 Alahazra/Kulko:
Spoiler:
Hourglass Card 11 Alahazra/Kulko
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
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 barrier.
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.
Hourglass Card 12 Zadim/Zalarian:
Spoiler:
Hourglass Card 12 Zadim/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 13 Alahazra/Kulko:
Spoiler:
Hourglass Card 13 Alahazra/Kulko
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 14 Zadim/Zalarian:
Spoiler:
Hourglass Card 14 Zadim/Zalarian
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 15 Alahazra/Kulko:
Spoiler:
Hourglass Card 15 Alahazra/Kulko
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 16 Zadim/Zalarian:
Spoiler:
Hourglass Card 16 Zadim/Zalarian
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 17 Alahazra/Kulko:
Spoiler:
Hourglass Card 17 Alahazra/Kulko
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 18 Zadim/Zalarian:
Spoiler:
Hourglass Card 18 Zadim/Zalarian
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 19 Alahazra/Kulko:
Spoiler:
Hourglass Card 19 Alahazra/Kulko
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 20 Zadim/Zalarian:
Spoiler:
Hourglass Card 20 Zadim/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 21 Alahazra/Kulko:
Spoiler:
Hourglass Card 21 Alahazra/Kulko
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 22 Zadim/Zalarian:
Spoiler:
Hourglass Card 22 Zadim/Zalarian
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 23 Alahazra/Kulko:
Spoiler:
Hourglass Card 23 Alahazra/Kulko
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 24 Zadim/Zalarian:
Spoiler:
Hourglass Card 24 Zadim/Zalarian
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
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 barrier.
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.
Hourglass Card 25 Alahazra/Kulko:
Spoiler:
Hourglass Card 25 Alahazra/Kulko
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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.
Hourglass Card 26 Zadim/Zalarian:
Spoiler:
Hourglass Card 26 Zadim/Zalarian
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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.
Hourglass Card 27 Alahazra/Kulko:
Spoiler:
Hourglass Card 27 Alahazra/Kulko
Liberty's Edge Favor
None
Favor 1
Traits:
When you discard this card from the blessings deck, draw an ally from the box.
While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Hourglass Card 28 Zadim/Zalarian:
Spoiler:
Hourglass Card 28 Zadim/Zalarian
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hourglass Card 29 Alahazra/Kulko:
Spoiler:
Hourglass Card 29 Alahazra/Kulko
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Location #1: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zadim/Zalarian, None

Dilapidated Plaza Card 1:
Lightning Storm
MM
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Dilapidated Plaza Card 2:
Gnoll Slaver
None
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Dilapidated Plaza Card 3:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armor, you may play another armor on this check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.
Dilapidated Plaza Card 4:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Dilapidated Plaza Card 5:
Scimitar
MM
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Dilapidated Plaza Card 6:
Unshakable Chill
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Dilapidated Plaza Card 7:
Sand Creeper
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Dilapidated Plaza Card 8:
Final Nights
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane, then banish this card.
Dilapidated Plaza Card 9:
Honaire
MM
Loot B
Type: Ally
Traits:
Undead
Phantom
Owner: Estra
To Acquire:
None None
Put this card on top of your deck to draw a spell from your discard pile or add 1d10 and the Undead trait to your Strength, Constitution, or Perception check.
When you would discard this card as damage, recharge it instead.
Dilapidated Plaza Card 10:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Location #2: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Alahazra/Kulko, None
Glass Pavilion Card 1:
The Evil Eye
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Glass Pavilion Card 2:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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.
Glass Pavilion Card 3:
Sun Falcon
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Glass Pavilion Card 4:
Immolate
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Glass Pavilion Card 5:
Fiery Glare
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Glass Pavilion Card 6:
Gnoll Slaver
None
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Glass Pavilion Card 7:
Bonecrusher Hyenamaster
MM
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Glass Pavilion Card 8:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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.
Glass Pavilion Card 9:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
Glass Pavilion Card 10:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

Location #3: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Stonework Passages Card 1:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Stonework Passages Card 2:
Kukri
MM
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Stonework Passages Card 3:
The First Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
Stonework Passages Card 4:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Stonework Passages Card 5:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that 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.
Stonework Passages Card 6:
Bonecrusher Master
MM
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
Stonework Passages Card 7:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Stonework Passages Card 8:
Guardian Scroll
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Stonework Passages Card 9:
Cure
MM
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Stonework Passages Card 10:
Alchemical Gas
MM
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Location #4: Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Brickworks Card 1:
Torch
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic
To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Brickworks Card 2:
Gnoll Slaver
None
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.
Brickworks Card 3:
Skeletal Jackal
MM
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Brickworks Card 4:
Stabbing Spear Staircase
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Brickworks Card 5:
Kopis
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Brickworks Card 6:
Djinni Quarterstaff
MM
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 6
OR Arcane
Divine 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 another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.
Brickworks Card 7:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Brickworks Card 8:
Pahmet Clansman
MM
Ally B
Traits:
Dwarf
Cleric
Basic
To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Brickworks Card 9:
Poison Spiked Pit Trap
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Brickworks Card 10:
Dhabba
MM
Ally B
Traits:
Animal
Poison
Basic
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.


I my running Season 6 Adventure playing as Harsk (Core) I had decided to pick up Aerilaya as an ally, only to later realize, that there are some fine differences in wording, hich make the card almost useless to me at least.

Here is Aerilaya and another Ally 5 card form the curse set for comparison

Aerilaya:

Display. While displayed:

On local combat or Constitution checks, add 1d6.
At the end of the turn, banish.

Bury to explore; you may bury a weapon to reload instead.

Lyrune-quah Moon Maiden:

Display. While displayed:

On all combat and Fortitude checks, add 1d6.
At the end of the turn, recharge.

Discard to examine the top card of your location, then you may explore. This exploration, on all combat and Fortitude checks, add 3.


---------------------------------------
Display to get 1d6 on all checks of a turn is pretty standard at that level.
But while the moon maiden gets recharged and can therefore be used multiple times, Aerilaya, gets not discarded or buried, but outright banished. And while Con Checks is a bit broader than Fortitude its not even a better bonus than the comparable card.

Banish hurts especially, given that it is a level 5 card, so even at level 6 I cannot get it back without spending another deck upgrade. I would call that a real ouch, rendering that power completely useless. Or at least I have not dared to use this power until now.

But even the second one is in my reckoning strictly weaker than the Moonseeker.
To fuel exploration you bury instead of Discard. You might decide to bury other cards instead, which means you can probably use it one or two additioanl times, but with a normal amount of healing that is also true for a discarded card. And the buroed weapons cannot be healed either.
And again the Exploration bonur with the moon maiden is actually strictly higher than Aerilaya this time.

Looking at all this together I have mostly just used the card as fuel for my recharge to add 1d6 power and I am seriously consdiering changing it back to a Lower level ally that I can actually use. But before I do that, what is the hidden strength of that card I ammissing here?


Shiv Battle Map | Campaign Page

Preparing for the game things to do.


  • Create OP character and Alias
  • Add yor new characters to https://acg.orgplayonline.com/my_games/
  • Create and link a deckhandler
  • Post your name, character and OP nummer here
  • Send me your email so I can create a hangout channel
  • post your timezone so we can find a good play order.


Shiv Battle Map | Campaign Page

Details to come as event approaches


Player signups open August 12. Please sign up on the Gameday IX signup sheet.


Shiv Battle Map | Campaign Page

Welcome aboard the Jenivere adventurers

As written in the recruitment thread I will go on holiday from 10th until 17th June with a bit more limited access to the forum. Afterwards I will start the adventure within the next few days.

In the meantime Lets finish the following preparations:

Important: Everything below is debatable. You guys ar eprobably more experienced than me, so if you believe it could have been setup better just let me know.

Introduction
If ist okay with you, could you leave a few sentences about you the player. Only as much as you are comfortable to share in such a public environment.
As for me, I am 47 years old, a German living in Vienna, dad of a wonderful daughter of 12 and work as IT architect for the austrian railway.

Finishing Party and Characters
I have tried to choose a balanced party, but if you wish to change things up a bit, now that you know who else in on board feel free to do so.

Also could each of you please make a final decision on your port of boarding, then I can setup the ship accordingly.

Otherwise please create full character sheets in your forum profiles. Please use spoilers to break up sections. Use bold to highlight important numbers. Use links to the SRD to cross-reference spells and abilities. And please provide explanations for the numbers where neccessary.

If you have any personal story hooks you want to tell me about or discuss in more detail, just PM me and I will try to incorporate them at an appropriate place.

Administrativa

I know google is the norm here, but being able to use my established toolset from all my other task would be very helpful to me. Therefore I would rather use Microsoft Office Online. I have tested out that you should be able to access and change the documents without having to signup so I hope ist no problem for anybody. If this is a dealbreaker for anybody please speak up and we will find a solution.
Under the following link you find the player documents. Please try out if you can access and change anything.
Player info folder

I have put a presentation for tactical maps and one for explorations in there and a document for your party logs. You can organize the document as you lik and I will try to place new information in the appropriate places and inform you about them. If none of you wants to organize it I will probably just paste the handouts there over time.
If you rather have a full Onenote Notebook I can create this too.

I have not yet created a lootsheet, because I have none readily availbale, so if one of you could suggest a loot sheet No problem if ist google, I can either just link it or rebuild the structure into excel whatever is prefered.

BTW I have looked a bit into solutions like roll20, realmworks or obsidian portal but thought them a bit too complex, but if you can make an compelling argument I am willing to listen.

Reference Database
For references I use D20pfsrd.com as I find the organisation and the search function much better. But feel free to use the archives of Nethys for your profile links, I can work with both.

Gameplay
I put the thread up for dotting and as soon as the ports of embarcation are set I will post a small introduction and you can post about your first days on the ship and roleplay meeting each other. I will probably mostly be silent, due to my holidax, but any important questions can be handled via flashbacks later.

Errors
Errors on my side are about to happen. After preparing for the first few encounters and settings, I am still amazed how much more you need to know as a GM, which would never botehr you as a alliteral goblin running through the swamps.

If that happens, just point it out. If ist a minor thing I would suggest we just go forward and I will get it correct the next time. Otherwise I will try to correct it in a fair way while interfereing with past events as limited as possible.


Shiv Battle Map | Campaign Page

Early Summer , 4719 AR
----------------------------------------------

The Sargavan merchant vessel Jenivere was one of many that make the yearly voyage along the western coasts of Avistan and northern Garund. Its trade route ran from the Sargavan capital city of Eleder all the way up to Magnimar in Varisia, and then back south again.
The trip was 3,400 miles long and took just over a hundred days one way. Yet despite its length and sometimes dangerous peril, it was also a trip filled with opportunity for profit.
The Jenivere’s ports of call included (from north to south) Magnimar, Kintargo, Pezzack, Corentyn, Ilizmagorti, Ollo, Quent, Port Peril, Bloodcove, Senghor, and finally Eleder.


Hello,

After Joining this forum a few month ago and immensly enjoying myself, I have decided I want to try out running an adventure here.

The Adventure:

Only the Strong Survive
A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smuggler’s Shiv, an island off the coast of the jungle realm of Sargava. If they’re to have any hope of escaping the notorious pirates’ graveyard, the survivors will need to band together to outwit the isle’s strange beasts and legendary menaces. But can the PCs unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler’s Shiv hide secrets even deadlier than its desperate denizens?

What about the rest of the Adventure Path:

Well the rest of the campaign does not have the best reviews and I am a first time PbP GM. Therefore I decided for now just to offer the first Adventure.
That said I hope to be able to run the full Path if the players are interested too, but I will decide that only after I see how being a GM here suits me.

My Expections on the players:

See my Profile

About me:

I am 47 years old, a German living in Vienna, and have been roleplaying for 25 years. Most of it in other systems, but by now I also have logged a few hundred hours Pathfinder, so I should be fine.

I like roleplaying about group olving of interesting problems and not about who has the biggest guns or the craziest build and I will reward characters for innovative solutions to problems.

As for my weaknesses: I am no englisch native and I am not Goethe to begin with, So any 20 Paragraph descriptions of charcters or landscape are better provided by the source.

Character Creation:

Abilities: 15 pt-buy, nothing below 10 pre-race
Classes: Core and APG, All Paizo Archetypes allowed
Domains: All Paizo allowed. Includes sub-domains.
Races: Core only.
Alignment: All non-evil.
Background skills: Yes
Feats: Stay within CRB, APG, UM, UC, ACG and ARG.
Spells: Stay within CRB, APG, UM, UC, ACG and ARG.
Traits: Two traits, one of which must be a campaign trait from the Player's Guide. Hit points: We will do max at first level and HD/2+1++bonuses on subsequent levels.
Starting gold: You will all start with max gold per class.

Applications:

I am looking for 4 players
For now please provide:
Name,
Race/Class,
Role on the party you want to fill
Personality
Backstory (About 2 Paragraphs)
For experienced players an link to an alias which shows your posting style

I am pretty sure I still forgot a lot of things if I remember them I will post in the next days But for now lets get this thing out.


The animated Object Story bane says
A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
1. Weapon 3. Armor
2. Spell 4. Item

Now I wonder, when some other character is forced to handle the encounter who gets to summon the boon? Who gets to close the location? The character whose turn it is or the character who handled the encounter?

Full Name

Wesh the Singing Summoner

Gender

Male CG Ifrit Summoner 1 / Bard 1

Strength 12
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 13
Charisma 18

About Wesh the Summoner

Wesh the Singing Summoner
Race Ifrit (Varisian)
Gender Male
Age 19
Class Summoner 1 / Bard 1
Init +4 (3 dex + 1 trait); Senses Perception +5; Darkvision 60ft
AL Chaotic Good

DEFENSE:

AC 16; touch 13; flat-footed 13
HP 15 (1st – 8 + 1 | 2nd – 5 + 1)
Fort +1; Ref +5; Will +5
Armor
Studded Armour
AC +3 | Dex +5 | ACP -1 | Arcane Failure 15% | Weight 25lbs

OFFENSIVE:

Speed 30 ft.

Melee +2
Dagger
1d4 | 19-20/x2 | 10ft | 1lbs | P or S

Ranged +4
Crossbow, light
1d6 | 19-20/x2 | 80ft | 4lbs | P


SUMMONER CLASS ABILITIES:

Eidolon Summoner 1st level
A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner’s class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Life Link (Su) Summoner 1st level
At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Summon Monster I (Sp) Summoner 1st level
At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level).

At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level).

At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components.

A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

SPELLS DESCRIPTIONS:

Summoner 1st level
Spells known 4 | 2 | 0 | 0
Spells per day * | 1 | - | -
Cantrips
Arcane Mark
Daze
Mage hand
Message

1st Level
Rejuvenate Eidolon (lesser)
Mage armor

Bard 1st level
Spells known 4 | 2 | 0 | 0
Spells per day * | 1 | - | -
Cantrips
Dancing Lights
Detect Magic
Prestidigitation
Spark

1st Level
Chord of Shards
Sleep

STATISTICS:

12, 12, 12, 14, 15, 16
STR 12 DEX 16 (14 + 2 racial bonus) CON 12 INT 12 WIS 13 (15 - 2 racial bonus) CHR 18 (16 + 2 racial bonus)

BAB +0; CMB +1; CMD 14;

PROFICIENCIES
Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

FEATS
Firesight source: Advanced Race Guide
Race trait
Fire no longer blinds you, and smoke conceals nothing from your gaze.
After the fire, Wesh found that, gradually, fire and smoke affected his vision less and less.

You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible).
You are immune to the dazzled condition.

TRAITS
Goblin Watcher source: Rise of the Runelords Anniversary Edition Player’s Guide
Campaign trait
You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items.
You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.

Arcane Temper source: Ultimate Campaign
Magic trait
You have quick reactions and fierce concentration.
You gain a +1 trait bonus on concentration and initiative checks.

SKILLS AND LANGUAGES:

(2 + INT) mod * 1 + (6 + INT) * 1 = 10 | BG skills = 4
Bold is a Class Skill
Bold Italic is a Class Skill gained by a trait, feat or other

Adventuring Skills

  • Acrobatics +6 (1 rank + 3 DEX + 3 class - 1 ACP)

  • Bluff +4

  • Climb +0 (-1 ACP)

  • Diplomacy +4

  • Disable Device N/A (untrained)

  • Disguise +4

  • Escape Artist +6 (1 rank + 3 DEX + 3 class – 1 ACP)

  • Fly +3

  • Heal +1

  • Intimidate +4

  • Knowledge (arcana) +5 (1 INT + 1 rank + 3 class

  • Knowledge (dungeoneering) [/ooc]

  • Knowledge (local) +5 [ooc](1 INT + 1 rank + 3 class

  • Knowledge (nature)

  • Knowledge (planes) +5 (1 INT + 1 rank + 3 class

  • Knowledge (religion) [/ooc]

  • Perception +6 [ooc](1 rank + 1 WIS + 3 class + 1 trait)

  • Ride +2 (-1 ACP)

  • Sense Motive +1

  • Spellcraft +5 (1 INT + 1 rank + 3 class

  • Stealth +6 (1 rank + 3 DEX + 3 class – 1 ACP)

  • Survival

  • Swim +0 (-1 ACP)

  • Use Magic Device +8 (4 CHA + 1 rank + 3 class)
  • Background Skills

  • Artistry

  • Appraise +6 (1 rank + 1 INT + 3 class + 1 trait)

  • Craft (wood burning) +1

  • Handle Animal +8 (1 rank + 4 CHA + 3 class)

  • Knowledge (engineering) [/ooc]

  • Knowledge (geography) [ooc]

  • Knowledge (history)

  • Knowledge (nobility) [/ooc]

  • Linguistics +5 [ooc](1 INT + 1 rank + 3 class)

  • Lore (Legends of Varisia [locations]) +5 (1 INT + 1 rank + 3 class)

  • Perform (acrobatics) +8 (1 rank + 4 CHA + 3 class)

  • Profession ()

  • Sleight of Hand +6 (1 rank + 3 DEX + 3 class – 1 ACP)
  • Languages
    Common, Ignan, Varisian, Goblin


    SPECIAL QUALITIES:

    RESISTANCES
    +5 fire resistance

    EIDOLON
    STATS:

    Class Level: 1;
    HD: 1d10 + Con mod;
    BAB: +1; Good Saves and Poor Save: +2 | +0;
    Skills: 4; Feats: 1; Armor Bonus: +0;
    Str/Dex Bonus: +0;
    Evolution Pool: 1;
    Max. Attacks: 3;
    Special: Darkvision, link, share spells;

    Biped Starting Statistics:
    Size Medium; Speed 30 ft; AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13 , Int 7, Wis 10, Cha 11.

    Special (detailed):

    Darkvision (Ex)
    The eidolon has darkvision with a range of 60 feet.

    Link (Ex)
    A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.

    Share Spells (Ex)
    The summoner can cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.


    DEFENSE:

    AC 2

    HP 11

    Fort +3 | Ref +3 | Will +0


    OFFENSIVE:

    Speed base 30ft
    Attack 2 claws (1d6 + 3)

    STATISTICS:

    Str 16; Dex 12; Con 13; Int 7; Wis 10; Cha 11;

    Subtype: Twinned; Base form: Biped (limbs [arms], limbs[legs]);

    Base evolutions
    A twinned eidolon gains the weapon training evolution. The twinned eidolon also gains the skilled (Disguise) evolution. The racial bonus provided by this evolution is doubled when the eidolon is impersonating the twinned summoner.

    At 4th level, a twinned eidolon can cast a summoner spell once per day as a spell-like ability. The spell must be one known by the eidolon’s summoner and must be at least 1 level lower than the highest-level spell the summoner can cast. The eidolon must have a Charisma score of at least 10 + the spell level. The caster level for this spell-like ability is equal to the eidolon’s Hit Dice minus 2. The save DC is 10 + half the eidolon’s HD + the eidolon’s Charisma modifier.

    At 8th level, a twinned eidolon gains the shared slot evolution.

    At 12th level, a twinned eidolon gains DR 5/magic. The eidolon also gains the extra feat evolution.

    At 16th level, a twinned eidolon gains the skilled evolution and the ability increase evolution, applied to a skill and an ability score of the summoner’s choice.

    At 20th level, a twinned eidolon gains fast healing 5.


    EVOLUTIONS:

    Points earnt 1 | Points Available 0 | Points Spent 1
    BONUS
    Skilled (Ex) [Disguise]
    The eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different skill.
    This bonus is doubled when the eidolon is impersonating the summoner.

    Weapon Training(Ex) [Simple Weapons]
    The eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.

    1-point
    Resistance (Ex) [Fire]
    The eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type.
    2-point
    4-point

    EQUIPMENT AND GOLD:

    CARRYING WEIGHT
    Light load 50lbs or less
    Medium load 51-100lbs
    Heavy load 101-150lbs

    WEAPONS AND ARMOUR
    ARMOUR

    GEAR


    About Wesh
    BACKGROUND AND APPEARANCE:

    Appearance
    Height 6’ (182.88cm)
    Weight 160lbs (72.57kg)
    Eye Colour Amber
    Hair Colour Red
    Region of Origin Varisia
    Parents Regions of Origin Varisia
    Deity None

    Description
    Wesh is tall and slim, the physique of an acrobatic performer. His hair stands upright and the vibrancy of the red colour is tied to his overall health, dulling during sickness or depression. He wears free flowing clothes, much like those worn in desert areas, though comprised of subdued reds and golds.
    If we were to use examples of clothing, it would be Disney’s Aladdin with DBZs Picolo’s cape, in rusty reds and gold.

    Personality
    Wesh was deeply affected by his sister’s death, and his eidolon being such a reflection of her has stunted his grieving and any form of closure.
    He is quiet, but cocky, with a driving passion to explore as many of the world’s wonders and oddities as possible. Wesh likes playing the trickster, the entertainer, and surprising people with both his pranks and his abilities.
    The hard somewhere is to get, the worthier the journey.
    He uses any battle or conflict as a release of the guilty and anger he feels at himself and to some extent the people of Sandpoint for not being able to save his sister. The control and power he has in battle is something he clings to as he feels he has little of it in normal life.
    Background
    Wesh and his twin sister, Wren, were a rare and inseparable duo. Both Ifrit, due to being twins, their Varisian parents couldn’t have been more proud, as sorcery is highly favoured among their people.

    Both began training at a young age, and both excelled in arcane. Though Wren was more adept at sorcery it was clear to see that Wesh held some hidden power that had yet to be fully understood. Both were at their most powerful when they had their sibling nearby. It seemed that the power dwelled in their blood drew strength from their ancestry as much as from each other. Over the years, however, it became more of a psychological thing than arcane.

    Sorcery wasn’t their sole focus, however, and although they had a few hours study every week, they spent their childhood as most Varisians do; wandering from settlement to settlement, trading, entertaining, and occasionally stealthier jobs. Wesh and Wren would perform together, dancing and singing for coin, other times, they would barter, or one would distract while the other would find someone’s unfortunately abandoned coat, or coin purse.

    Sometimes, their clearly inhumane appearance would work for their benefit, other times, not so much. But they were happy, they had their family, and most importantly, each other.

    Their time in Sandpoint was, for the most part, fun and enjoyable. They would watch the sun set over the Sandpoint Cliffs whilst making lists of all the places and things that they wanted to see. They would laugh and watch the goblins rummaging in the junk piles below, see them cursing to themselves, or leaping with glee when they found something. Campaign Trait: Goblin Watcher

    They would talk about venturing to the Bloodsworn Vale, or maybe the Storval Stairs! All while exploring the outside of the Old Light ruins.
    When they turned 12 years old, they even shared the experience of getting their first tattoos, around opposite wrists. They weren’t skilled enough yet to get the Thassilonian spell focus tattoos, but were both excited to have something to work towards.

    A year later, people started dying. It became dangerous, even for Varisian wanderers, to venture out alone, and never at night. Wesh bought his sister a bladed scarf to help keep her safe, and as an early birthday present. She, in turn, bought him a reinforced one, with inverted colours. They stopped going to see the goblins – as frequently…
    Just before their 13th birthday, a local artisan was revealed as the murderer, and killed in the ensuing conflict. Wesh and Wren stayed out until midnight that day, watching goblins and exploring deeper into the Old Light to celebrate things returning to normal.

    The day the fire happened, that day was burned into Wesh’s mind. Sandpoint lost half the town, and he lost half of himself.
    It was chaos, people running in all directions, screaming, shouting, carrying buckets of water or young children. The twins had been on the cliffs, as they normally were at that time of day, when they heard the bell.

    Then noticed the smoke.

    Running back into town, they began trying to make their way to the Varisian Camp, where they hoped to find their parents and family.
    Fire was engulfing everything, and people began to throw accusatory claims at them as they ran.

    ”Those fire devils did this!”

    ”We should have never let you in!”

    ”How could you do this to us!”

    Still they ran, even as Wesh could feel the tears down his face. This was their home. How could they think that?

    As they ran down a vacant alley, the flames too intense for normal people to handle, the buildings on either side began to collapse. Even as Wesh and Wren pushed themselves, dodging debris, and trying to guard their eyes from the soot and smoke, Wesh suddenly got dragged to the ground by Wren.

    He looked back to urge her on, but there was only a flaming pile of wooden beams and tiles. The house had caved into the side and buried his sister.

    Desperately he dug at the wreckage; calling out for help, for his sister, for anyone to help him.

    It was going to be a surprise. I didn’t want the town to see. But please, I need you to be ok

    Wesh summoned his eidolon, an additional ifrit matching the twin’s in appearance.

    ”Help me get her out!”

    Nodding silently the eidolon and Wesh threw bricks and beams in every direction until they could pull Wren’s body from the flames.

    Wesh wept silently, holding his sister. Her vibrant amber eyes wide and unresponsive, her flaming hair faded and lifeless. Wiping his face, he and his eidolon lifted her body, and continued to the camp.

    They were immediately rushed to by the elders that couldn’t help with the fire. Wesh and Wren were taken into a tent, and the eidolon waited patiently outside, with many children and older or injured people taking second and third glances and the sudden triplet.

    A few days after the fire had been extinguished, Wesh and his family’s group left Sandpoint. They had buried Wren on the cliffs beneath the Old Light, where she and Wesh had spoken about all the places they would see together.

    Five years later and Wesh has returned to Sandpoint or the first time since the fire.

    He has come hoping that what has been spoken of as closure for the town might also be closure for him. He has come to see his sister, and to let her know that he has finally started their journey, to see all the strangest and most mysterious places in Varisian, and then the world.

    SPELLS:

    5 | 3
    Cantrips
    Arcane Mark
    Daze
    Open/close
    Mage hand
    Message

    1st Level
    Rejuvenate Eidolon (lesser)
    Mage armor
    Ray of Sickening