[Play-by-forum test thread] To practice posting, rolling, etc.


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This is a thread to practice posting, rolling, etc., for PACG play-by-forum games.


Starting with some practice die rolls...

Healing: 1d4 + 1 ⇒ (3) + 1 = 4
Holy Light vs. non-undead: 1d10 + 2 + 2d6 ⇒ (10) + 2 + (4, 3) = 19

Wow, I'm going to keep these rolls for the duration of the campaign, if that works with everyone. I never roll this well...

Note: If you want to do something similar, use the following tags:

{dice=descriptive text}dice pool{/dice}

[Replace the curly brackets with square brackets, though.]


Now for a character info test: (I'm using an offline deckhandler)

Radovan wrote:

Hand: Rapier, Thieves' Tools, B of Elements, Amadi, Clockwork Spy (UI),

Displayed: Norge devil form
Deck: 10 Discard: 0 Buried: 0
Notes: Beware my fists of fury. I'm running my fire-based devil form, so fire immunities will hurt.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
At the start of the scenario, diplay any 1 devil form ([ ] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AdDN.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
OPT, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AdDN.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
OPT, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AdDN.

****

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Might help if you have something to roll against...Good luck!

During This Adventure: Have fun!

During This Scenario: Practice playing through a turn for fun

Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1

Farmhouse Card 1:
Tome of Knowledge
Item B

Traits
Book
Magic
Elite

Check
Intelligence
Knowledge
5

Powers
Reveal this card to add 1d6 to your Knowledge check.
Recharge this card to succeed at your Knowledge check.

Farmhouse Card 2:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Farmhouse Card 3:
Goblin Cutpurse
Monster 1

Traits
Goblin
Rogue
Basic

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

Farmhouse Card 4:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Farmhouse Card 5:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Farmhouse Card 6:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Farmhouse Card 7:
Greataxe
Weapon B

Traits
Axe
Melee
Slashing
2-Handed

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Farmhouse Card 8:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Farmhouse Card 9:
Potion of Hiding
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Stealth check.

Farmhouse Card 10:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

For anyone wondering what the heck this is, check out This blog *click* to learn more about Play-by-post. If this is something that interests you then the resources to learn more about it can be found here *click*


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Pathfinder Card Game Subscriber

I'd suggest using the description in the dice tag a little differently. Let's say I'm CD Lem, and it's my turn:
---------
Lem heads to the Farmhouse & explores. He finds a Tome of Knowledge. Hey Radovan, can Lem have that Blessing of the Elements in your hand?
Knowlege 5: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12
Lem picks up the tome & thanks Radovan for his help. Since he doesn't want to bury an ally, he decides to take a break.

---------
Some games do more character role playing than others, depending on the preference of the players. The important thing is to make sure people know what location you're at, what card you're encountering, what cards/powers you're using, what help you're asking for (if any), and what the outcome of the roll is.
Another good tag to know is {ooc} (out of character).
{ooc}It's especially useful for games where people are doing more role playing, because it can sometimes be tricky to know what cards you encountered & what cards/powers you used if you're trying to tell a story, so you can use this tag to explain what you're doing in more literal game terms.{/ooc}


If this is the Farmhouse where I was born and raised, I'm going to be disappointed if we never get off this location.

Ok, trying an Explore (card 2 in stack) and finding... a faded Treasure Map.

I'm going to assume that CD Lem can recharge a card to support my check with a 1d4, if that's a thing. Here goes:

Wisdom 6: 1d6 + 1d4 ⇒ (4) + (3) = 7.

(Got a 'backtracking too far error', so continues on next post...)


I was able to correctly interpret the map, despite my poor cartography and orienteering instruction in farm school. It led me to examine Card 3... a Goblin Cutpurse.

I'd rather not whip an ally backless just to travel a few more miles, so the Cutpurse is primed for anyone with bloodlust on the brain. I do happen to be missing a Goblin trophy head on my papered wall, but that can wait for another day.

Side question: If my ability triggers and I need to draw a monster to display from the box, how does that work? Honestly, the identity of the card doesn't matter - just the adventure deck number. I can almost generate the ADN myself just by rolling a die, if that's the best option.

1/5 *

1 person marked this as a favorite.

You'll want to work that out with your GM. What they did in our OutPost game was post a bunch of random cards of the different types (behind Spoiler tags) with the game state update. You just grab the next one when you need it.


Realized I didn't reset my hand at the end of my last turn. Here's the resetting:

Radovan wrote:

Hand: Rapier, Thieves' Tools, Sage's Journal, Amadi, Clockwork Spy (UI),

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Beware my fists of fury. I'm running my fire-based devil form, so fire immunities will hurt.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
At the start of the scenario, diplay any 1 devil form ([ ] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AdDN.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
OPT, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AdDN.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
OPT, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AdDN.

Time to teach cutpurse Rickets a lesson, so I track her down to where the skulking and blathering tributaries feed into the farm river. A lowly goblin is beneath my dignity, really, so I'm using my fists instead of the rapier.

Wisdom check first, though, or I bury a card. (And where did that supportive Bard get to?)

Wisdom 6: 1d6 ⇒ 4

Rolling a d6 to determine lost card: (ignoring 6s)

Lost card: 1d6 ⇒ 1

Rapier stolen! Uh, I didn't want that anyway.

Now to fistfight:

Combat 8: 1d8 + 1d4 + 1d4 + 1 ⇒ (2) + (1) + (3) + 1 = 7

(includes non-2H 1d4, no weapon 1d4, +1 for devil form)

Failure! Discarding Thieves' Tools as damage, then resetting. Radovan's rep takes a big hit.

Undefeated goblin shuffled back into location deck, so presumably further explores would have to be done randomly until the location deck is reset.

After resetting hand:

Radovan wrote:

Hand: Appleslayer, Alaeron, Sage's Journal, Amadi, Clockwork Spy (UI),

Displayed:
Deck: 7 Discard: 2 Buried: 1
Notes: Beware my fists of fury. I'm running my fire-based devil form, so fire immunities will hurt.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
At the start of the scenario, diplay any 1 devil form ([ ] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AdDN.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
OPT, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AdDN.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
OPT, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AdDN.

I have 4 allies in my hand after resetting, really? Perfect location for that. Though some don't require discarding for use, so that helps.


BTW, as a consolation prize for taking damage, I now have a monster displayed by my Norge devil form. When I catch up with the cutpurse, she's taking a fiery fist to the face. Or the Sage's Journal out of my pocket, if I'm not sufficiently aware of my surroundings.


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Fun stuff.

For the benefit of any other PBP newcomers, I'll add +1 to Kiya's instruction: PLEASE always put the difficulty of the check you are attempting in the description of your dice roll.

In other words -- PLEASE do this:
Combat 18: 2d12 + 2d8 + 4 ⇒ (8, 2) + (5, 6) + 4 = 25

not this:
Combat: 2d6 + 3d4 + 5 ⇒ (1, 4) + (3, 3, 1) + 5 = 17

Otherwise, other players have to scroll up to look at the card you encountered to try to understand what your odds were etc. Not to mention a number of game effects are based on the margin by which you succeed or fail.

Thanks!


This has been great practice. Thanks for the help and advice. I'll take one final turn and let other newcomers try out the interface.

The last thing that happened was that Rickets the goblin cutpurse was shuffled back into the location. So I'll randomize to see which card is now "on top" (of the remaining eight).

Card on top: 1d8 + 2 ⇒ (4) + 2 = 6

Radovan: Amadi, mind scouting ahead for our goblin enemies? [Amadi revealed for power]

Amadi reports that there is a Siren nearby, though how he escaped the Siren's call is a story that will have to wait for another day.

Um, no thanks to the Siren. That would be brutally painful. Siren put on bottom of location deck, and we plow ahead. Next card:

New card on top: 1d8 + 2 ⇒ (3) + 2 = 5

Card 5 is... a Goblin Ranger! Not a cutpurse, but close enough for government work. I shrug off the pre-combat damage, thankfully, since I have thick skin and an even thicker skull (reduce ranged combat damage by one).

We're not messing around this time, so I draw upon my inner strength and banish my displayed monster to add 1d8 (assuming card's ADN is zero). Dice pool: 1d8+1d4+1d4+1d8+1 = 2d8+2d4+1.

Combat 9: 2d8 + 2d4 + 1 ⇒ (2, 5) + (2, 1) + 1 = 11

Wow, the added 1d8 from my inner fire saved the day.


Next, let's display the Clockwork Spy to examine the top card of the location deck. I'll roll a d10 and ignore results of 1,2,5, and 6. Reminder: Card 6 (Siren) is actually at the bottom of the location deck.

New card on top: 1d10 ⇒ 5

A goblin ghost wanders by. Nope. Try again.

New card on top: 1d10 ⇒ 1

Keep trying...

Again: 1d10 ⇒ 1
Again: 1d10 ⇒ 3

Are you kidding me? Rickets, my nemesis, has been found. This is going to be fun. Per the Clockwork Spy, I choose to explore after examining.

Are my pockets picked?

Wisdom 6: 1d6 ⇒ 1

Yes, apparently. Rickets went so far as to steal my pantaloons and wear them around town, and I didn't even notice.

Stolen item: 1d6 ⇒ 3

Card buried: Sage's Journal. (If you recall, I predicted this very occurrence earlier. Foreshadowing!)

Time for some comeuppance. Rickets is called into the ring, and I swing: (same dice pool as before w/ no weapon)

Combat 8: 1d8 + 2d4 + 1 ⇒ (2) + (1, 1) + 1 = 5

Are you seeing what I'm seeing? 3 damage? At least I got another displayed monster out of it. Discarded for damage: Like, everything.

After resetting:

Radovan wrote:

Hand: Bestiary of Garund, BoG 2, Rapier (UI), Kama, Stalking Armor,

Displayed: Norge devil form, Clockwork Spy, a monster
Deck: 2 Discard: 5 Buried: 2
Notes: Just kidding about my fists of fury. Please help!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
At the start of the scenario, diplay any 1 devil form ([ ] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AdDN.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
OPT, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AdDN.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
OPT, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AdDN.

I have 10 gold waiting for whoever can kill this cutpurse for me. I'm leaving town in disgrace.

****

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Ouch! I think i got this updated correctly and location is now shuffled. Also included "random cards" for when needed.

During This Adventure: Have fun!

During This Scenario: Practice playing through a turn for fun

Random Monsters:
Monster 1
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Monster 2
Spoiler:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Monster 3
Spoiler:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Monster 4
Spoiler:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Monster 5
Spoiler:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Random Barriers:
Barrier 1
Spoiler:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Barrier 2
Spoiler:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Barrier 3
Spoiler:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Barrier 4
Spoiler:
Pit of Malfeshnekor
Barrier 1

Traits
Cache

Check
None.

Powers
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.

Barrier 5
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Random Weapons:
Weapon 1
Spoiler:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Weapon 2
Spoiler:
Glaive
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 3
Spoiler:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Weapon 4
Spoiler:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 5
Spoiler:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:
Spell 1
Spoiler:
Guidance
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
2

Powers
Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Charm Person
Spell B

Traits
Magic
Arcane
Mental

Check
Intelligence
Arcane
4

Powers
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

Spell 3
Spoiler:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Strength
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Sanctuary
Spell B

Traits
Magic
Divine
Mental
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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.

Random Armors:
Armor 1
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 4
Spoiler:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 5
Spoiler:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Wand of Force Missile
Item 1

Traits
Wand
Magic
Arcane
Attack
Elite

Check
Intelligence
Arcane
7

Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Item 2
Spoiler:
Amulet of Fortitude
Item B

Traits
Accessory
Magic
Elite

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Item 3
Spoiler:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Item 4
Spoiler:
Potion of Glibness
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Item 5
Spoiler:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Random Allies:
Ally 1
Spoiler:
Guard
Ally B

Traits
Human
Basic

Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

Ally 2
Spoiler:
Toad
Ally 1

Traits
Animal
Arcane

Check
Wisdom
Survival
Intelligence
Arcane
7

Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.

Ally 3
Spoiler:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Ally 4
Spoiler:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

Powers
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.

Ally 5
Spoiler:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 2
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
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.

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 5
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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.

Turn: 0

Blessings Remaining: 30
Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 1 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 2 Merisiel)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 3 Merisiel)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 4 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 5 (Turn 5 Merisiel)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 6 Merisiel)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 7 (Turn 7 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 8 (Turn 8 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 9 (Turn 9 Merisiel)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 10 (Turn 10 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 11 (Turn 11 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 12 (Turn 12 Merisiel)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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.

Blessings Deck Card 13 (Turn 13 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 14 (Turn 14 Merisiel)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 15 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 16 (Turn 16 Merisiel)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 17 (Turn 17 Merisiel)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 18 (Turn 18 Merisiel)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 19 (Turn 19 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 20 (Turn 20 Merisiel)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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.

Blessings Deck Card 21 (Turn 21 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 22 (Turn 22 Merisiel)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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.

Blessings Deck Card 23 (Turn 23 Merisiel)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
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.

Blessings Deck Card 24 (Turn 24 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 25 (Turn 25 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 26 (Turn 26 Merisiel)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 27 (Turn 27 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 28 (Turn 28 Merisiel)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 29 (Turn 29 Merisiel)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 30 (Turn 30 Merisiel)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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.

Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

Farmhouse Card 1:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Farmhouse Card 2:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Farmhouse Card 3:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Farmhouse Card 4:
Potion of Hiding
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Stealth check.

Farmhouse Card 5:
Greataxe
Weapon B

Traits
Axe
Melee
Slashing
2-Handed

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Farmhouse Card 6:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Farmhouse Card 7:
Goblin Cutpurse
Monster 1

Traits
Goblin
Rogue
Basic

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

Grand Lodge 5/5 * Venture-Captain, New Zealand—Dunedin

So, I’m playing around with the Deck Handler spread sheet and I can’t figure how to draw an actual hand of cards. I’ve got all my cards loaded, but when I copy and paste, I have no cards in my hand.

See below: what am I missing?

Red Raven wrote:

Hand: Character Name: Aric (Red Raven)

Displayed: Red Raven
Deck: 18 Discard: 0 Buried: 0 Hand Size: 6 (4)
Notes: 4
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 (Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4)
(Acrobatics: Dexterity +2)
(Stealth: Dexterity +2)
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 (Charisma d4 [ ] +1)
Diplomacy: Charisma +3

Favored Card: None
Hand Size 6 (4)
Proficient with: None (Light Armors Weapons)
Powers:
<At the start of your turn, you may replace your character and token with the Red Raven's (Aric's). Them you may exchange a card in your hand with a card in your kit.>
<When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.>
<(On your check that involves the Finesse trait, you gain the skill Melee: Dexterity +3.)>
<(At the end of your move step, you may examine the top card of your location deck.)>

Grand Lodge 5/5 * Venture-Captain, New Zealand—Dunedin

Ah...I think I got it.

Red Raven wrote:

Hand: Rapier, Mask of the Red Raven, Kama, Blessing of the Ancients, Character Name: Red Raven

Displayed: Red Raven
Deck: 14 Discard: 0 Buried: 0 Hand Size: 4
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 (Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4)
(Acrobatics: Dexterity +2)
(Stealth: Dexterity +2)
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 (Charisma d4 [ ] +1)
Diplomacy: Charisma +3

Favored Card: None
Hand Size 4
Proficient with: Light Armors Weapons
Powers:
At the start of your turn, you may replace your character and token with the Red Raven's (Aric's). Them you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.
(On your check that involves the Finesse trait, you gain the skill Melee: Dexterity +3.)
(At the end of your move step, you may examine the top card of your location deck.)

Now....what about this pesky ‘Sideboard’ thing?


Pathfinder Card Game Subscriber

Looking good, though you may have put your character name in a place it doesn't need to be.

Paul Trani wrote:
Now....what about this pesky ‘Sideboard’ thing?

The sideboard is completely useless for all characters except Aric/The Red Raven, and it just means his "Kit". Feel free to change the text to "Kit" if you prefer.

Grand Lodge 5/5 * Venture-Captain, New Zealand—Dunedin

And do you report you kit cards on here? And if so, how?

Red Raven wrote:

Hand: Rapier, Mask of the Red Raven, Kama, Blessing of the Ancients,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 (Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4)
(Acrobatics: Dexterity +2)
(Stealth: Dexterity +2)
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4 (Charisma d4 [ ] +1)
Diplomacy: Charisma +3

Favored Card: None
Hand Size 6 (4)
Proficient with: None (Light Armors Weapons)
Powers:
At the start of your turn, you may replace your character and token with the Red Raven's (Aric's). Them you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.
(On your check that involves the Finesse trait, you gain the skill Melee: Dexterity +3.)
(At the end of your move step, you may examine the top card of your location deck.)


About the deck handler spreadsheet:
If you copy a cell's value in order to paste it somewhere else, be sure to paste with "Ctrl+Shift+V" (not "Ctrl+V"), or else the spreadsheet will repoint the formulas that pointed at your source cell to point at your target cell and all hell will break loose.


Yewstance here. Posting as one of my aliases to have a link to my Deck Handler.

Paul Trani wrote:
And do you report you kit cards on here? And if so, how?

You place them in the "Sideboard" section, which is below the Draw section (there's "On Top", as in "on top of your deck", then "Set Aside" - useful for cards that aren't technically 'anywhere' for now, like a spell that's in the middle o fbeing cast - and then there's "Sideboard", which just has 3 slots, which means your Kit).

Feel free to mess around with the Deck Handler's formatting and stuff until it suits you. If anything breaks, just try again with a fresh copy. I could try to set up a custom Deck Handler for Aric/The Red Raven if you want. I'd probably have two sections in the lower part detailing powers and skills - one for Aric, one for the Red Raven. They can have different skill and power feats, so there's a lot to track.

Then I'd just have a single cell that collects all of the information you need to put your hand/powers at the bottom of your post, so you just need to copy that single cell and paste, a little like I do for my Deck Handlers (See Cell D29 on my Deck Handler linked above). Then I'd have a different single cell for The Red Raven, as opposed to Aric.

One would post Aric's skills and powers, with the Red Raven's contained in a separate spoiler. One would post the Red Raven's skills and powers, with Aric's in a different spoiler.

...Actually, I'll write one up now anyway. It'll save time if I ever play Aric in PbP down the line. Expect another post in a sec to show off a Deck Handler tuned for Aric, for anyone who wants it.


Pathfinder Card Game Subscriber

Just to note; it turns out the Sideboard doesn't actually work in the default Deck Handler! The details are mis-linked. I'll fix that in the one I'll post shortly once I'm finished, then notify Tyler of the oversight. I guess it was never tested since no PbP game has started since Aric was released.


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Pathfinder Card Game Subscriber

Alright, I'm finally done. The Aric/Red Raven Deck Handler can be found here.

Here's what the status looks like for Aric...

Aric wrote:

Hand: Mask of the Red Raven, Blessing of the Ancients, Kama, Lookout, (Patrician's Armor), Psychic Detective,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards: Signal Whistle, Metamorph, Magnifying Glass,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

The Red Raven: Skills and Powers

Spoiler:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)

And here's what the status looks like for The Red Raven...

The Red Raven wrote:

Hand: Mask of the Red Raven, Blessing of the Ancients, Kama, Lookout, (Patrician's Armor), Psychic Detective,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards: Signal Whistle, Metamorph, Magnifying Glass,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)

Aric: Skills and Powers

Spoiler:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

Features:

  • I've got 2 separate sections; one for Aric, one for the Red Raven. I've formatted some of them with bold formatting so they're more legible, in my opinion. As you can see above.
  • Each of these sections can be entirely copied just by copying a single cell. D29 for Aric, and F29 for The Red Raven. This will also create a second spoiler in your post that can be found inside the first "Skills and Powers" spoiler, which will indicate the powers and skills of the other character, so party members can easily see what you could switch to.
  • I've renamed "Sideboard" to "Kit"... and actually fixed the hidden cells so that they properly appear in your update text, unlike in the default Deck Handler.
  • I threw in a sample deck. I put one of the armors (Patrician's Armor) in brackets, because it's nonbasic, and you'd only be allowed to start with it if you didn't have a second class deck for Aric/The Red Raven.
  • This deck list has a few other modifications that are on all of my Deck handlers, including a button that 'compresses' your cards (so if you're deleting cards from your lists, like deleting cards off the 'top' of your Recharged cards, you can cleanly remove any blank cells with a button press) and a button that lets you heal X cards from your discard pile with a single button press.
  • I've got a couple additional tabs/sheets that I like to use, including one tab that lists the card text of my cards and another that I can use to set up instructions when I want someone to take my turn for me. Feel free to ignore them or fill them however you wish. I haven't put in card texts in at this point in time.

Limitations/Issues:

  • Copy-and-pasting from the single cell has some ugly quotes preceding and following the block of copied text, a limitation of the 'join' command in Google Sheets. Not a big deal, and really easy to just backspace after you paste your text.
  • Both buttons (the heal and compress) are completely optional. If you do want to use them, you will be warned by Google not to run them the first time you try on a given device. That's because, since they modify the sheet's data (by moving around text) they are considered unsafe scripts. Feel free to ignore them, or look through the code yourself if you want to be sure before allowing them. You can also just delete them outright and not think about them again.

Grand Lodge 5/5 * Venture-Captain, New Zealand—Dunedin

THE RED RAVEN

The Red Raven wrote:

Hand: Punching Dagger, Signal Whistle, Blessing of the Spy 1, Magnifying Glass,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards: Masque, Clockwork Spy, Patrician's Armor,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)

Ok, I think this is my correct character using the new Aric/Red Raven Deck handler. Red Raven skulks about the Farmhouse, looking for trouble - and he found it in the form of a Goblin Raider! Time to make use of the Red Raven's talons (in the form of a punching dagger)!

Combat 8: 1d10 + 1d4 + 3 ⇒ (6) + (4) + 3 = 13

Sweet success! The goblin goes down in a bloody heap at the finesse-filled talons of the Red Raven! Ca-cawwww! As the Red Raven moves to close the farmhouse down once and for all, a swarm of rats surge forth from the walls, the floorboards, and the porch of the rickety place. Will the Red Raven overcome?

Combat 8: 1d10 + 1d4 + 3 ⇒ (6) + (1) + 3 = 10

SLAM!!! His talons red with rat blood, the bulk of the rodents go squeaking for cover, the Red Raven slams shut the Farmhouse door once and for all!

SUCCESS! Location closed! Did I do that correctly? What next?


Pathfinder Card Game Subscriber

Newbie first post :-)
=========================================
Tonbarse, go have a look at this farmhouse - Alase
{Display Tonbarse at the Farmhouse}

Alase wrote:

Hand: Enchanted Fang, Scrying Mirror, Eloquence, Blessing of the Spy 1, , ,

Displayed: Tonbarse, , , , , ,
Deck: 9 Discard: 1 Buried: 1
Notes: If you are at Tonbarse's location you can recharge a card on encounter
Kit:

Skills and Powers:
SKILLS

Strength d6 [ ] +1
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors

POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the chohort Tonbarse's location, then (~ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (~ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (~ or shuffle it into your deck) instead of discarding it.


Pathfinder Card Game Subscriber

Can't find the post with the code on how to do dice rolling. Can someone give me the code I should use to generate the dice rolls e.g. Alase is encountering the goblin henchman (Combat 8) at Tonbarse's location, so is using Arcane, casting Magic Fang, playing Blessing of the Spy 1 (recharge due to character power)
Arcane d10+2
+ AD number = 0
+ Magic Fang +d4
+ Recharge Blessing of the Spy 1 +d10

Any wisdom+1 appreciated!


1 person marked this as a favorite.
Pathfinder Card Game Subscriber

The full formatting options are available in the "How to Format your text" that shows up beneath the textbox for posts.

But to answer your question, it's the following command, as an example, but replace TITLE with whatever you want to label your roll (preferably the DC, like "Combat 8" or "Arcane 10"). Replace the curly braces with square brackets "[]".

{dice=TITLE}1d5+1d4+1d3+1d2+5+4+3+2{/dice}


Personally I like to mention what bonuses my rolls get first. So a post from me might look like this.

Divine Blaze spell Including: Wisdom:Divine d10 +1 +3, Blessing of Pharasma +2d10, Spell +3d6, Reveal Frog 1d4 +1, Reveal Tome 1d4 +mental trait
Combat 14 Divine Blaze: Magic, Attack, Divine, Fire, Mental: 3d10 + 4 + 1d4 + 1 + 1d4 ⇒ (2, 8, 9) + 4 + (3) + 1 + (2) = 29

Grand Lodge 5/5 * Venture-Captain, New Zealand—Dunedin

That looks good, Big Guy. I’ll emulate your post.


Pathfinder Card Game Subscriber

Much appreciate the wisdom+1!
Thanks


Practice post with an alias. Edit: Worked!

Liberty's Edge

Test post

Alase is encountering the goblin henchman (Combat 8) at Tonbarse's location, so is using Arcane, casting Magic Fang, playing Blessing of the Goods (recharge due to character power)
Arcane d10+2 + AD number = 0 + Magic Fang +d4 + Recharge Blessing of the Gods 2 +d10

Combat 8: 2d10 + 2 ⇒ (4, 7) + 2 = 131d4 ⇒ 2
Success, Goblin Henchman is defeated
Recharge Enchanted Fang: Arcane 7: 1d10 + 2 ⇒ (9) + 2 = 11
Success, Recharged Enchanted Fang

Alase wrote:

Hand: Lookout, , Clockwork Spy, , Gambeson, Invisibility,

Displayed: Gambeson, , , , , ,
Deck: 11 Discard: 0 Buried: 0
Notes: If you are at Tonbarse's location you can recharge a card or I can give you a card on encountering a bane. Lookout can reveal to add 1d6 on any Perception check. I will always want to keep one blessing for myself
Kit:

Skills and Powers:
SKILLS

Strength d6 [ ] +1
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell or Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors

POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the chohort Tonbarse's location, then (~ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (~ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (~ or shuffle it into your deck) instead of discarding it.

****

Hey, just got back from vacation. Here's a refresh in case you need some new cards to practice on.

During This Adventure: Have fun!

During This Scenario: Practice playing through a turn for fun

Random Monsters:
Monster 1
Spoiler:
Hell Hound
Monster B

Traits
Outsider
Elite

Check
Combat
10

Powers
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Monster 2
Spoiler:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Monster 3
Spoiler:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Monster 4
Spoiler:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Monster 5
Spoiler:
Werewolf
Monster B

Traits
Lycanthrope

Check
Combat
13

Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Random Barriers:
Barrier 1
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 2
Spoiler:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Barrier 3
Spoiler:
Battered Chest
Barrier B

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 4
Spoiler:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 5
Spoiler:
Shopkeeper's Daughter
Barrier 1

Traits
Obstacle
Human
Basic

Check
Wisdom
8

Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.

Random Weapons:
Weapon 1
Spoiler:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Weapon 2
Spoiler:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 3
Spoiler:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Sling
Weapon B

Traits
Sling
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

Weapon 5
Spoiler:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Random Spells:
Spell 1
Spoiler:
Detect Evil
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
4

Powers
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
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.

Spell 3
Spoiler:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Acid Arrow
Spell B

Traits
Magic
Arcane
Attack
Acid
Elite

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Sleep
Spell B

Traits
Magic
Arcane
Attack
Mental
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 2
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 4
Spoiler:
Elven Breastplate
Armor 1

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
7

Powers
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Random Items:
Item 1
Spoiler:
Amulet of Life
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

Item 2
Spoiler:
Wand of Force Missile
Item 1

Traits
Wand
Magic
Arcane
Attack
Elite

Check
Intelligence
Arcane
7

Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Item 3
Spoiler:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Item 4
Spoiler:
Potion of Vision
Item B

Traits
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and chose a character at your location to succeed at a Perception check.

Item 5
Spoiler:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Random Allies:
Ally 1
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 2
Spoiler:
Ameiko Kaijitsu
Ally 1

Traits
Human
Bard
Rogue

Check
Charisma
Diplomacy
7

Powers
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.

Ally 3
Spoiler:
Guard
Ally B

Traits
Human
Basic

Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

Ally 4
Spoiler:
Guard
Ally B

Traits
Human
Basic

Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

Ally 5
Spoiler:
Ilsoari Gandethus
Ally 1

Traits
Human
Wizard

Check
Intelligence
Arcane
7
OR
Charisma
Diplomacy
6

Powers
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessing 2
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 0

Blessings Remaining: 30
Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 1 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 2 TestPlayer)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength 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.

Blessings Deck Card 3 (Turn 3 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 4 (Turn 4 TestPlayer)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 5 TestPlayer)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 6 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 (Turn 7 TestPlayer)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
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.

Blessings Deck Card 8 (Turn 8 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 9 (Turn 9 TestPlayer)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 10 (Turn 10 TestPlayer)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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.

Blessings Deck Card 11 (Turn 11 TestPlayer)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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.

Blessings Deck Card 12 (Turn 12 TestPlayer)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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.

Blessings Deck Card 13 (Turn 13 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 14 (Turn 14 TestPlayer)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 15 TestPlayer)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 16 (Turn 16 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 17 (Turn 17 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 18 (Turn 18 TestPlayer)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 19 TestPlayer)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
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.

Blessings Deck Card 20 (Turn 20 TestPlayer)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 21 (Turn 21 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 22 (Turn 22 TestPlayer)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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.

Blessings Deck Card 23 (Turn 23 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 24 (Turn 24 TestPlayer)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 25 (Turn 25 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 26 (Turn 26 TestPlayer)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom 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.

Blessings Deck Card 27 (Turn 27 TestPlayer)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength 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.

Blessings Deck Card 28 (Turn 28 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 29 (Turn 29 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 30 (Turn 30 TestPlayer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Academy
Traits: None
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M:1 Ba:1 W:0 Sp:5 Ar:0 I:1 Al:1 Bl:0 ?:1

Academy Card 1:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Academy Card 2:
Inflict
Spell B

Traits
Magic
Divine
Attack
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Academy Card 3:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.

Academy Card 4:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Academy Card 5:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Academy Card 6:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Academy Card 7:
Sleep
Spell B

Traits
Magic
Arcane
Attack
Mental
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Academy Card 8:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Academy Card 9:
Crow
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Academy Card 10:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the 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.

Town Square
Traits: None
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this locatoin recharges a card and may then draw a card.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:1

Town Square Card 1:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Town Square Card 2:
Fiery Weapon
Spell 1

Traits
Magic
Arcane
Divine
Fire

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Town Square Card 3:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Town Square Card 4:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Town Square Card 5:
Night Watch
Ally B

Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

Town Square Card 6:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Town Square Card 7:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Town Square Card 8:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Town Square Card 9:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.

Town Square Card 10:
Guidance
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
2

Powers
Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.

Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Cavern Card 1:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Cavern Card 2:
Battered Chest
Barrier B

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Cavern Card 3:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

Powers
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.

Cavern Card 4:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

Cavern Card 5:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Cavern Card 6:
Light Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Cavern Card 7:
Xulgath
Monster B

Traits
Xulgath
Basic

Check
Combat
9

Powers
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Cavern Card 8:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.

Cavern Card 9:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Cavern Card 10:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Venture-Agent, Florida—Lake Worth

playing a game now and our group has rolled lots of d10s with q high concentration of 1s and 10s..Testing out..
Arcane Check 1: 1d10 + 3 ⇒ (6) + 3 = 9
Arcane Check 2: 1d10 + 3 ⇒ (1) + 3 = 4
Arcane Check 3: 1d10 + 3 ⇒ (10) + 3 = 13
Arcane Check 4: 1d10 + 3 ⇒ (4) + 3 = 7
Arcane Check 5: 1d10 + 3 ⇒ (1) + 3 = 4
Arcane Check 6: 1d10 + 3 ⇒ (6) + 3 = 9
Arcane Check 7: 1d10 + 3 ⇒ (8) + 3 = 11
Arcane Check 8: 1d10 + 3 ⇒ (7) + 3 = 10
Arcane Check 9: 1d10 + 3 ⇒ (4) + 3 = 7
Arcane Check 10: 1d10 + 3 ⇒ (10) + 3 = 13

Distribution: 1:2 2:0 3:0 4:2 5:0 6:2 7:1 8:1 9:0 10:2

Arcane Check 1: 1d10 + 3 ⇒ (3) + 3 = 6
Arcane Check 2: 1d10 + 3 ⇒ (1) + 3 = 4
Arcane Check 3: 1d10 + 3 ⇒ (1) + 3 = 4
Arcane Check 4: 1d10 + 3 ⇒ (6) + 3 = 9
Arcane Check 5: 1d10 + 3 ⇒ (8) + 3 = 11
Arcane Check 6: 1d10 + 3 ⇒ (8) + 3 = 11
Arcane Check 7: 1d10 + 3 ⇒ (7) + 3 = 10
Arcane Check 8: 1d10 + 3 ⇒ (6) + 3 = 9
Arcane Check 9: 1d10 + 3 ⇒ (7) + 3 = 10
Arcane Check 10: 1d10 + 3 ⇒ (7) + 3 = 10

Distribution: 1:2 2:0 3:1 4:0 5:0 6:2 7:3 8:2 9:0 10:0

Can't say they are completely funky but possibly..shrug.

Meliski wrote:

Hand: Bracers of Protection, Burgler, 2 BotG, Arcane Armor

Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Bracers of Protection, 2 BotG, Arcane Armor
Be sure to confirm before using card 2 BotG and beyond

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors

POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck)
to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([ ] Then you may shuffle the location deck.)"


Deck:
Known Top: Middle {Order is not Known}: 4 BotG, Potion of Glibness, Codex, Fox, Dilettante, Cure, Lightning Touch Recharged: 1 BotG, Inflict
Discard Pile:
3 BotG
Buried Pile:
Leather Armor


1d12 ⇒ 5


Pathfinder Card Game Subscriber

Testing copy paste and prieview

1d6 ⇒ 5
Testing copy 2
1d6 ⇒ 5
Testing copy 3
1d6 ⇒ 6

typed new
1d6 ⇒ 6

Ok. Note. If you are using a product reroll, don't copy and paste the previous expression. Type it out


I think it's OK to copy/paste as long as you don't preview or submit first.

For instance, I typed the first expression below, copied it, pasted it three times, and then submitted the post.

Test roll: 1d20 ⇒ 1
Test roll: 1d20 ⇒ 14
Test roll: 1d20 ⇒ 16
Test roll: 1d20 ⇒ 17


Pathfinder Card Game Subscriber

Basically, the forum has a list of random outcomes pre-determined. If you delete/edit a roll, the outcome will be the same if the die size is the same. If you make dice rolls, or edit new ones in, they work fine - you can check the outcome before posting by Previewing, which you'll need to do multiple times for most turns.

Do NOT, however, edit in additional roles "earlier" in your turn. Your die outcomes are predetermined in a specific order, and posting dice rolls above existing dice rolls will cause them to take their place.

Feel free to play around with this forum to see what I mean, but copy-pasting dice should always work fine. To demonstrate (using copy and paste, without editing or previewing)...

Test: 1d1000 ⇒ 923
Test: 1d1000 ⇒ 788
Test: 1d1000 ⇒ 911
Test: 1d1000 ⇒ 667
Test: 1d1000 ⇒ 138
Test: 1d1000 ⇒ 453

**** Venture-Lieutenant, Online—VTT

If you use a shirt reroll then I typically do it like this

Bane DC 15 combat: 2d10 + 1d4 ⇒ (6, 3) + (4) = 13 shirt reroll on 2nd d10
Bane DC 15 combat: 6 + 1d10 + 4 ⇒ 6 + (7) + 4 = 17

Note that I typed out the results of the first d10 and the d4. I then only rolled the one die I was needing to reroll


Pathfinder Card Game Subscriber
Race Dorsey wrote:

If you use a shirt reroll then I typically do it like this

[dice=Bane DC 15 combat]2d10+1d4 shirt reroll on 2nd d10
[dice=Bane DC 15 combat]6+1d10+4

Note that I typed out the results of the first d10 and the d4. I then only rolled the one die I was needing to reroll

That is a great way to do it

I used a reroll and just copy / pasted
Restructuring the order is a great way to make the forum think its a new roll and force the new dice roll


Pathfinder Card Game Subscriber
wkover wrote:
I think it's OK to copy/paste as long as you don't preview or submit first

Agreed. The scenario I was looking at was wanting to use a product reroll, so you have to have previewed first to see the original dice roll, then you use the reroll and want to roll the dice again. The suggestion below of changing the sequence order I think is a good idea


Pathfinder Card Game Subscriber
wkover wrote:
I think it's OK to copy/paste as long as you don't preview or submit first

Agreed. The scenario I was looking at was wanting to use a product reroll, so you have to have previewed first to see the original dice roll, then you use the reroll and want to roll the dice again. The suggestion below of changing the sequence order I think is a good idea


1 person marked this as a favorite.

?
Race Dorsey is not changing the sequence order per se in the given example.
Instead, the example replaces the dice which are not being rerolled with the value from the first roll. And rerolls the only die being rerolled. (A product reroll rerolls a die, not all the dice rolled.)

2/5

Trying to make new friends at the tavern.

Diplomacy 4: 1d10 + 2 ⇒ (1) + 2 = 3

“OK, I get it, I’m getting out”

2/5 Venture-Agent, France—Paris

Thanks for the sheet, I changed a couple things on my copy of the Deck Handler for Aric/The Red Raven. The Random from Discarded part does not work and it didn’t when I copied the sheet.

2/5 Venture-Agent, France—Paris

The Random from Discarded works, it’s just that some hidden formulas display some error code when there is no discarded cards.

**** Venture-Lieutenant, Online—VTT

Vincent Hatakeyama wrote:
The Random from Discarded works, it’s just that some hidden formulas display some error code when there is no discarded cards.

It's giving a "#NUM error" because you are trying to heal a card that doesn't exist. If there aren't any cards in your discard then there is nothing to heal and you can un-check the "random from discarded" check-box.

If there are cards in your discard pile and a power has been played to heal you then that's when you'd check the box. It will randomly pick a card to be healed.


Pathfinder Card Game Subscriber

TEST POST
test post
test post: 1d1000 ⇒ 186


For fun, I'm checking how many times a certain combat roll passes/fails (out of 20).

Spoiler:

Combat 13 test: 2d8 + 2d6 + 4 ⇒ (2, 6) + (6, 2) + 4 = 20
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (3, 2) + (6, 1) + 4 = 16
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (4, 5) + (1, 3) + 4 = 17
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (2, 5) + (6, 5) + 4 = 22
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (4, 5) + (1, 4) + 4 = 18
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (2, 5) + (5, 1) + 4 = 17
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (8, 3) + (6, 1) + 4 = 22
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (4, 2) + (4, 3) + 4 = 17
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (2, 7) + (1, 3) + 4 = 17
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (2, 5) + (2, 4) + 4 = 17
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (1, 3) + (3, 3) + 4 = 14
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (1, 3) + (6, 3) + 4 = 17
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (4, 4) + (6, 3) + 4 = 21
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (3, 2) + (4, 5) + 4 = 18
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (4, 2) + (6, 5) + 4 = 21
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (1, 6) + (5, 6) + 4 = 22
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (8, 1) + (2, 5) + 4 = 20
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (6, 3) + (4, 5) + 4 = 22
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (2, 2) + (3, 6) + 4 = 17
Combat 13 test: 2d8 + 2d6 + 4 ⇒ (7, 8) + (2, 4) + 4 = 25

That's what I thought. No failures. The # of times it failed for me in a real online game when I needed it: 100%. :)


{dice=test}2d8+2d6+4{/dice}


[dice=test]1d1000

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