Pathfinder ACG #8-00: Cosmic Captive (Table 1) [TIER 1-3] (Inactive)

Game Master cartmanbeck

Hawk's Table

Turn Order:
Kyra/JohnF
Agna/Pirate Rob
Feiya/Skizzerz
Sajan/zeroth_hour2

Summoned Spell 1:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
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.

Summoned Spell 2:
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.

Summoned Spell 3:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
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.

Summoned Spell 4:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.

Summoned Spell 5:
Lightning Bolt
Spell 2

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
8

Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Summoned Spell 6:
Mending
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.


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Silver Crusade RPG Superstar 2014 Top 16

For weeks the astronomers of the Inner Sea region have been
abuzz. Millennia ago, the twin planets Damiar and Iovo
exploded, creating an asteroid belt known as the Diaspora.
A few of those asteroids orbit the sun more erratically, and one
of the more famous of these is called Aucturn’s Tear, which flies
through the solar system every 56 years like clockwork. For some
reason, the asteroid has flared to life in the night sky, as though
releasing vast quantities of gas.

Most would be content to just watch the asteroid and wonder—
but not the Pathfinder Society. Agents have been furiously
preparing for some kind of expedition that involves portals.
Could it be that as Aucturn’s Tear travels overhead tonight, a
mystic doorway to a hidden treasure might open? Perhaps that’s
why so many agents have gathered around the Spire of Nex, a
towering siege fortress rumored to contain untold magical
power. Perhaps the Master of Spells Sorrina Westyr will make an
announcement soon.

Players:
Pirate Rob
skizzerz
zeroth_hour
JohnF

Hello players! Welcome to our grand experiment with play-by-post gameplay for the Pathfinder Adventure Card Guild! I'm one of your two hosts, and you can feel free to refer to me as either Cartman or Tyler.

Please post below the character you'll be playing, your Tier (a new character is Tier 1) and your starting decks (just the card names will suffice) so that I can check them over for legality. If your character is higher than 1st tier, you've probably earned die bumps, so please let me know how many you have that are un-used.

Also, please decide if you'd like to play this special for Tier Advancement or not. If you DO NOT decide to play for Tier advancement, you will not gain feats as we play through the scenarios like you normally would, but you'll still gain scenario rewards.

Once Hawkmoon creates his Gameplay thread, I'll also be linking that thread in my header line (probably will simply say "Hawk's table").

We won't actually be starting to PLAY until June 9th, and we'll be playing in concert with a TON of tables of the RPG version of this scenario. What we do here can have effects on them, and vice-versa!

Let me know if you have any questions. I'll also be PMing each of you to give you a link to a Google Sheets document that you can use to track your character, as well as asking for your email addresses for reporting purposes.

If you've played play-by-posts on these forums before, you're probably well-aware of posting tags you can use. If you'd like to post in-character, feel free to, and I'll try to remember to use the [ ooc ] tags with my own out-of-character posts.

Thanks, and I can't wait to get started!

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

My Kyra has completed three adventures in Tier 3, so I can't play her under the normal rules. If I decide to play her, but not for tier advancement, does that work?

I'm also looking through the Warpriest and Paladin class decks (and any versions of those classes from my other base sets) - I might just decide to go with a Tier 1 character anyway.

Whatever I eventually decide, it's a good bet it will be a martial/divine character.

I'm definitely looking forward to this - as Pirate Rob can attest, trying to get a regular Card Guild table together is difficult around here.


Deck Handler // Tier 6.12 // 11 hero points

I will be playing Class Deck Feiya at Tier 2. I've began playing through Adventure 1 of Season of Plundered Tombs solo, but have not yet completed it, so I don't yet have Feiya's deck list solidified. I will post it when it is ready (around this weekend). She will have 1 unused die bump. I will be playing this for Tier Advancement, unless there is a rule that everyone at the table needs to make the same choice regarding advancement (in which case I'll see what other people wish to do).

I'm also open to getting up to Tier 3 before starting, which I'll do if everyone else is playing a Tier 3 character.


I can get a character up to T3 before starting as well (I don't think I have any T3 characters, I have quite a few T2 characters). I can also just build up a character to T2+. I tend to be mostly reactive, playing a character that's complementary to the rest of the group.

I believe the new Tiering rules allow you to play up to 6 unique scenarios per Tier before being forced to advance, instead of being tied to Adventure completion.

Not all the characters have to be the same tier, it didn't really matter when I played it at GenCon.

If I have to play a character tomorrow though, I would pick this Sajan.

I have too many characters, I have to create a web app to get this all straightened up.


Commenting to make it easier to follow this table as the other table's "GM".


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |
Agna - Dwarf Ranger wrote:

Hand: Longsword, Blessing of Abadar, Giant Badger, Main-Gauche +1, Blessing of Erastil (1), Belt of Giant Strength

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1
Intelligence d4 [ ]+1 [ ]+2
Arcane: Intelligence +2
Wisdom d8 [X]+1 [ ]+2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 5 [X] 6 [X] 7
Light Armors Weapons
Powers:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the offhand trait to add 1d6 ([X] +1) and that weapon's traits to your combat check.
At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck

I've got a blessing of Abadar for 2 dice on a barrier if somebody encounters one they want help on.


Tier 3.3 // 2 die bumps
Kyra wrote:

Hand: Cure 1, Augury, Greatclub +1, Blessing of the Gods, Magic Half-Plate

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2 [ ]
Wisdom d10 [X]+1 [X]+2 [X]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 [ ]+1 [ ]+2

Hand Size 5
Light Armors Heavy Armors [X] Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([X]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([X] 4) and the magic ([ ] and fire) trait to it.


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

The premade paste doesn't seem to be showing my 7th card in hand, which is a fox, also, it has the wrong count of cards in deck. With 2 deck upgrades, I've got 17 cards, -7 in hand is 10 cards in deck.

Silver Crusade RPG Superstar 2014 Top 16

Pirate Pregen wrote:
The premade paste doesn't seem to be showing my 7th card in hand, which is a fox, also, it has the wrong count of cards in deck. With 2 deck upgrades, I've got 17 cards, -7 in hand is 10 cards in deck.

I'll take a quick look at your sheet and see if there's an error in the hidden columns, which is the most likely culprit. One warning for those, try your best not to copy-paste multiple things at once, as you can accidentally copy and paste over the formulas in the hidden columns. It's best to only copy-paste a single cell at a time.

Silver Crusade RPG Superstar 2014 Top 16

cartmanbeck wrote:
Pirate Pregen wrote:
The premade paste doesn't seem to be showing my 7th card in hand, which is a fox, also, it has the wrong count of cards in deck. With 2 deck upgrades, I've got 17 cards, -7 in hand is 10 cards in deck.
I'll take a quick look at your sheet and see if there's an error in the hidden columns, which is the most likely culprit. One warning for those, try your best not to copy-paste multiple things at once, as you can accidentally copy and paste over the formulas in the hidden columns. It's best to only copy-paste a single cell at a time.

Should be fixed now. It was actually an error in the sheet I shared you that was of my own doing, not your fault at all. :)


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

The woman in the red mask was quiet. She had been watching all the teams, taking note of each one on her clipboard as they filed in.

Would they be ready for what lay ahead? She had no idea. Whatever happened though, she knew it would be out of this world.

____
Overseer GM Hmm, checking in. Players, feel free to continue to introduce yourselves to each other in Absalom in character. We start June 9th, and I'd love for everyone to be ready to go before then.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: At the start of your turn, roll 1d4; if the result is less than the
number of characters, you are dealt 1 Electricity damage.

Turn: 0

Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:

Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:

Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

I've got strong combat and good survival so baring any objections I'll go to the woods. Unlike the ranged rangers I have no way of assisting others at other locations.


Deck Handler // Tier 6.12 // 11 hero points

I think I'm going to start at the Windswept Chasm but then move to Elemental Trenches right away and try to get that closed ASAP. If it wipes my attack spells then I'll move back to the Chasm as that only has 1 monster plus the villain/henchman, so it's the most safe for blind explores. Outside of blessings, I can really only help people at my location, so if others want to pile up on either the Trenches or Chasm I can reduce the check difficulty against banes.


Deck Handler // Tier 6.12 // 11 hero points
Feiya wrote:

Hand: Good Omen, Daji (Ally), Black Spot, Staff of Cackling Wrath, Frigid Blast, Wolf, Daji (Cohort)

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Black Spot and Good Omen are up for grabs in case anyone needs either. I'd prefer if one was left open in case I need to make a double Combat check, but it's fine if both are used.

If you're at my location, willing to recharge Wolf to reduce monster/barrier/ally difficulty by 4, or recharge Ally Daji to reduce monster/barrier/ally difficulty by 5. Only make use of Daji on villains or henchmen that allow closing (or if you *really* need an extra d4 on an Int/Wis check, ask first please!)

If Wolf is not spent by my turn, I will recharge it for the examine power unless anyone has objections.

Skills and Powers:
SKILLS

Strength d4 ☐+1
Dexterity d8 ☐+1 ☐+2
Constitution d4 ☐+1 ☐+2
Intelligence d12 ☑+1 ☐+2 ☐+3 ☐+4
Knowledge: Intelligence +2
Arcane: Intelligence +2 (while Daji is displayed)
Craft: Intelligence +2 (while Daji is displayed)
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☑+1 ☐+2 ☐+3 ☐+4
Diplomacy: Charisma +2

Hand Size 6 ☐7
Powers:
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

★ - OVERSEER ANNOUNCEMENT - ★

5. 4. 3. 2. 1. BLASTOFF!

The Society's Master of Spells, Sorrina Westyr, looks up with approval upon the 30 foot platform the society is erecting around the base of the Spire of Nex. Her slate-gray skin seems to blend into the stonework behind her, but her manner is lively. She grins as she addresses the unkempt beggar beside her. ”See, Drandle, we were ready in time. You owe me a beer.”

The old Venture Captain titters. “Heh. You’re not away from the spire yet. We’ll see.”

“So we will.” Sorrina nods, then waves at the assembling crowd. “Pathfinders—welcome and well timed. Please, make your ways to the designated safe areas quickly and carefully, and please mind the wards. Try to keep the paths clear, as we have some very delicate equipment coming through. I have some amazing discoveries to share in just a few more moments.”

Meanwhile in the crowd, the aura of excitement continues to build. Rumors are flying everywhere as Pathfinders ask each other, “What’s this all about?”

BEGIN PART ONE.

Silver Crusade RPG Superstar 2014 Top 16

Reposting this here so everyone reads it. :)

For weeks the astronomers of the Inner Sea region have been
abuzz. Millennia ago, the twin planets Damiar and Iovo
exploded, creating an asteroid belt known as the Diaspora.
A few of those asteroids orbit the sun more erratically, and one
of the more famous of these is called Aucturn’s Tear, which flies
through the solar system every 56 years like clockwork. For some
reason, the asteroid has flared to life in the night sky, as though
releasing vast quantities of gas.
Most would be content to just watch the asteroid and wonder—
but not the Pathfinder Society. Agents have been furiously
preparing for some kind of expedition that involves portals.
Could it be that as Aucturn’s Tear travels overhead tonight, a
mystic doorway to a hidden treasure might open? Perhaps that’s
why so many agents have gathered around the Spire of Nex, a
towering siege fortress rumored to contain untold magical
power. Perhaps the Master of Spells Sorrina Westyr will make an
announcement soon.

If you haven't done so yet, please roll 1d1000 for turn order. I'm going to try to get ahold of Tonya, and if she doesn't respond during the day tomorrow, I'm going re-invite zeroth to join us.


Deck Handler // Tier 6.12 // 11 hero points

I rolled 546 earlier. Cross-posting it here for ease of reference.


Tier 3.3 // 2 die bumps

Hand: Cure 1, Augury, Greatclub +1, Blessing of the Gods, Magic Half-Plate
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS
Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2 [ ]
Wisdom d10 [X]+1 [X]+2 [X]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 [ ]+1 [ ]+2

Hand Size 5
Light Armors Heavy Armors [X] Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([X]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([X] 4) and the magic ([ ] and fire) trait to it.



In case we need it, Start Order: 1d1000 ⇒ 152 (that's terrible!)

But as I've got an Augury, perhaps the table would prefer me to go early in the sequence?

I'd be happy to do pretty much what Feiya is doing - work on closing Elemental Trenches early (as long as I don't lose my weapon ...).
It would be nice to have somebody who can help me with barriers!
I, too, would start somewhere else (Windswept Chasm, say), move to the trenches, and immediately use my Augury (naming 'monsters').

After that, we'll see.

My Cure spells are generally available if anyone at my location asks.


Deck Handler // Tier 6.12 // 11 hero points

I will be displaying Daji (Cohort) immediately after the first Advance the Blessings Deck phase is over.


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

start: 1d1000 ⇒ 621


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

I do have my Abadar blessing in hand for traps at least. I am also happy to let Kyra go first if so desired.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

★ - OVERSEER ANNOUNCEMENT - ★

Sorrina Westyr, the Pathfinder Society's returning Master of Spells, hurriedly concludes her conversation with Drandle Dreng before stepping onto the platform in front of a giant metal ring the Society has constructed. The starlight glimmers in her crystalline white hair, though her obsidian oread features are visible only in flashes from the nearby glowing wards.

“I thank you all for traveling here on such short notice, Pathfinders. A unique opportunity has come to us from the stars.” She gestures gracefully to the comet trailing gas in the sky above her head. “The asteroid Aucturn's Tear quietly travels our solar system once every fifty-six years. For the first time it now flares with brilliance. We have learned this phenomenon is the work of an entity trapped on Aucturn's Tear and, whatever this being is, it is calling out for help. We do not know its intentions, yet it is in our interest to learn more. If it is benevolent, it may prove a powerful ally and friend to the Society if we can free it. If it is malevolent, then we will do what we can to ensure it stays sealed away where it can do no harm.”

She casts a spell, briefly creating an image of Golarian’s solar system, and the asteroid’s trajectory within it.

“As it approaches planets, the entity has opened gateways in magic-dense regions, as if calling out to powerful champions that might come to its aid. Based on our calculations, the first of these gateways on Golarion should appear in a matter of minutes, and we have gathered in this magically infused site to draw the portal here and stabilize it, allowing us to travel to the asteroid ourselves. Our observations show billowing clouds pouring out from three locations on Aucturn's Tear. These both create a livable environment we can navigate as well as provide three entrances to the asteroid's interior so that we can find the source of these events.” Red arrows appear at each entrance as the image keeps focusing closer and closer to the asteroid itself. “The first entrance is at the base of an enormous crater, where there are monumental fortifications— likely making that the most difficult approach. The second plume is coming from the remnants of a frozen fortress, which could contain incredible secrets in its own right. The third plume is coming from the sunward side of the comet and is issuing from a number of lava tubes. Our observers also spotted the wreck of a metal craft near there.”

Sorrina pauses a moment, letting the significance of all of these observations sink in, and then continues.

“This will be an unusual environment, so prepare for unusual conditions: extreme temperatures, low-gravity, and airless pockets are likely. Everyone should have received a package of supplies to assist in managing these hazards. While the gateway should remain stable, a contingent of conjurers is staying here to monitor it, and additional teams are on standby to provide escape routes to extradimensional shelters in case of complications. Perhaps most importantly, we've ringed this area with defenses to prevent any outside interference with this expedition, and the bronze dragon Ahelvetinn has agreed to keep watch in case any evil attempts to escape through the gateway into Golarion.”

The Spire of Nex begins to hum, the vibrations creating a stomach-churning resonance as a pinpoint of light appears in the center of the portal ring and begins to grow.

Sorrina Westyr shouts to be heard over the deafening noise, “It's beginning! Be ready to move through and split into teams to investigate each of the three possible approaches. Once we're inside we can regroup and compare notes.”

The metal of the portal ring incandesces, and a blast of freezing air pours out as the gateway opens. The place beyond is a field of jagged grey stone, and once several dozen Pathfinders step through, the earth itself springs to life in the form of countless elemental creatures that swarm toward the gate. From further in, a terrible draconic roar accompanies the appearance of a flight of crystalline dragons sweeping out from the lip of a crater.

“Secure the gate! Do not let any of them through!” Westyr shouts as she sends a lance of swirling black and white energy into one of the wyrms, sending it careening end over end as the forces meet.

BEGIN PART TWO

Silver Crusade RPG Superstar 2014 Top 16

You’re among the first agents through the gate, and you
practically bounce across the terrain; the gravity here is
only a fraction of what it is on Golarion! Overhead, the
stars shine with unfamiliar brightness, but you don’t have time to
marvel at the sight. Already elemental guardians are rising from
the rock itself to fight off the Pathfinders. It’s almost as though
they were expecting trouble!
Help drive them off and secure a beachhead for the expedition.
After that, it looks like it’s a long climb down a massive impact
crater, where the elementals have constructed fortifications. Those
walls might be enough to keep out the riffraff, but it’s up to you to
prove they’re no match for the Pathfinder Society!

NOTE: I'm going to place Sajan at the Windswept Chasm with Feiya and Kyra for the moment, but if zeroth wants him to be elsewhere when we start, that's totally fine.

During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: At the start of your turn, roll 1d4; if the result is less than the
number of characters, you are dealt 1 Electricity damage.

Turn: 1 Kyra/JohnF

Top of Blessing Discard Pile: Blessing of Lamashtu

Top Blessing:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

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 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 Remaining: 29

Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1

Canyon Card 1:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Canyon Card 2:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Canyon Card 3:
Skeleton Horde
Barrier C

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Canyon Card 4:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Canyon 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.

Canyon Card 6:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Canyon Card 7:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Canyon Card 8:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Canyon Card 9:
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.

Canyon Card 10:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

Great Stone Bridge Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Great Stone Bridge Card 2:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

Great Stone Bridge 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.

Great Stone Bridge Card 4:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Great Stone Bridge Card 5:
Battered Chest
Barrier C

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.

Great Stone Bridge Card 6:
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.

Great Stone Bridge Card 7:
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.

Great Stone Bridge Card 8:
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.

Great Stone Bridge Card 9:
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.

Great Stone Bridge Card 10:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Feiya/skizzerz, Kyra/JohnF, Sajan/zeroth

Windswept Chasm Card 1:
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.

Windswept Chasm Card 2:
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.

Windswept Chasm Card 3:
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.

Windswept Chasm Card 4:
Half-Plate
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Windswept Chasm Card 5:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Windswept Chasm Card 6:
Blessing of Iomedae
Blessing C

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.

Windswept Chasm Card 7:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Windswept Chasm Card 8:
Scimitar
Weapon C

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Windswept Chasm Card 9:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 10:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
Located here: Agna/Pirate Rob

Woods Card 1:
Traitor
Monster B

Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

Woods Card 2:
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.

Woods Card 3:
Explosive Runes
Barrier C

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.

Woods Card 4:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Woods Card 5:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Woods Card 6:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Woods Card 7:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Woods Card 8:
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.

Woods Card 9:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Woods Card 10:
Longspear
Weapon B

Traits
Spear
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
5

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Watchtower Card 1:
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.

Watchtower Card 2:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

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.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Watchtower Card 3:
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.

Watchtower Card 4:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Watchtower Card 5:
Goblin Dog
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Watchtower Card 6:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 7:
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.

Watchtower Card 8:
Chain Mail
Armor C

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.

Watchtower Card 9:
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.

Watchtower Card 10:
Shalelu Andosana
Ally B

Traits
Elf
Scout

Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

Elemental Trenches 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.

Elemental Trenches Card 2:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Elemental Trenches Card 3:
Stone Eater Enchanter
Villain Monster 2

Traits
Outsider
Sorcerer
Acid
Veteran

Check
Constitution
Fortitude
7
THEN
Combat
12
OR
Diplomacy
13

Powers
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.

Elemental Trenches Card 4:
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.

Elemental Trenches Card 5:
Enfeeble
Spell 1

Traits
Magic
Arcane
Attack
Mental

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster; return it to the top of the deck.
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.

Elemental Trenches Card 6:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Elemental Trenches Card 7:
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.

Elemental Trenches Card 8:
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.

Elemental Trenches Card 9:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Elemental Trenches Card 10:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

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

Silver Crusade RPG Superstar 2014 Top 16

Here are the next several blessings on the top of the blessings deck, just in case you need to do your turn and I haven't updated for you yet.

Agna/Pirate Rob blessing:
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.

Feiya/skizzerz blessing:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

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 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.

Sajan/zeroth blessing:
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.


Tier 3.3 // 2 die bumps

Start-of-Turn Roll: 1d4 ⇒ 2

Ouch! Kyra discards her Cure spell, then moves to Elemental Trenches and uses her Augury spell to examine the top three cards of the location deck (looking for barriers).

Well - look at that! A trap, an undead monster, and a villain (also a monster).
Let's shuffle everything else, then stick that Pit Trap on the bottom of the location deck.

(I'll also share what I've discovered about the three cards I've examined)

Trap:

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.


Monster:

Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.


Villain:

Stone Eater Enchanter
Villain Monster 2

Traits
Outsider
Sorcerer
Acid
Veteran

Check
Constitution
Fortitude
7
THEN
Combat
12
OR
Diplomacy
13

Powers
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.

Recharge: 1d10 + 3 + 2 ⇒ (6) + 3 + 2 = 11 That's good enough - Augury recharges.

At this point we know where the (or at least a) villain is, so I don't want to risk disturbing the location any further until we've had a chance to close a few other locations. Unless anyone else has any objections I'll end my turn now ... I'll wait up to an hour or so (or until everybody else says OK), then post again with my end-of-turn actions.

Spreadsheet questions for Cartman (or Hawkmoon): I just stick the card names in the Discarded/Recharged column, and remove them from the Hand column?


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

Go ahead and end your turn, I'll start working on the woods here once you're done.


Tier 3.3/2 Die Bumps
Sajan (CD) wrote:

Hand: Trapsmith Gloves, Kama, Researcher, Temple Sword +1, Hat of Glamour, Blessing of Milani

Displayed: Mastiff
Deck: 10 Discard: 0 Buried: 0
Notes: Sadly, no blessings :( Displaying Mastiff off turn to draw 2. Drew Trapsmith Gloves and Blessing of Milani, which is available if needed. But lack of blessings, blech

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[ ] Reduce Combat damage dealt to you by 1 ([ ] 3).

Strategy: I'll start at the Windswept Chasm for now since we don't have a villain close possibility yet. I can go to the Great Stone bridge if needed since I have good DEX, and Woods if needed since I have good WIS as well. Going to Tier up when forced, so I will spend 2 scenarios in T2. Third scenario I will get another skill feat.

Sajan gazed at the brilliant asteroid that was heading closer and closer. Bright objects in the sky were usually signs of misfortune, all the stories he had grown up with over the years had told him. Still, he had his duty and he was willing to fulfill it.

Summoned at the last minute as one of the senior Venture Captains assigned was occupied elsewhere, he was a little late to the party as the preparations took longer than usual. But he'd rather be prepared than to risk potential failure, as the stakes were high. Fortune favors the prepared, as they say.

He remembers seeing the Pirate Agna at some of the briefings in the Society, and Feiya and Kyra too. In fact, it seems that the in a past life, Agna had passed a set of tough trials to become some type of champion, but decided to reincarnate instead. I think we're in good hands here. He steels his blade in preparation for the incoming wave.


Tier 3.3/2 Die Bumps

I could head over to the GSB (DEX close), but Elemental Trenches are extremely friendly for me as I have no elemental boons, so I will follow Feiya when it comes to my turn.


Tier 3.3 // 2 die bumps

We don't want to mess around with Elemental Trenches - we now know there's a villain there.
We should try and close a couple of other locations first - they (probably) only have henchmen


Tier 3.3/2 Die Bumps

That's right, so I guess we stay at the Windswept Chasm (I'm getting the two mixed up). I wasn't planning to go to the villain location.


Tier 3.3 // 2 die bumps

End-of-turn:

Kyra recharges her Magic Half-Plate, and draws three new cards:
Flaming Scimitar +1 (Yea! My Scimitar!), Find Traps, and a Blessing of Cayden Cailean

Hand: Flaming Scimitar +1, Find Traps, Greatclub +1, Blessing of the Gods, Blessing of Cayden Cailean
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Location: Elemental Trenches

Over to you, Agna!

Edit: Use my blessings if you need to, but I'd prefer it if you left me one. You can also use my "Find Traps" spell (2 dice on a check to defeat a barrier)


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

Agna flips over blessing of Torag
1d4 ⇒ 4 and having seen Kyra get zapped is prepared for the lightning and ducks before exploring the woods.

Revealing a

Traitor

Traitor:
Monster B
Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

ally: 1d2 ⇒ 2

How could my fox betray me like that?!? And why is she now a blond Aspis agent! Damned Kitsune.

I'll reveal my longsword and belt of giant strength for the combat. As well as recharge my off hand Main Gauche +1 for the extra d6+1
combat DC 11: 1d10 + 4 + 1d8 + 1d6 + 1 ⇒ (3) + 4 + (8) + (6) + 1 = 22

Okay, maybe I didn't need the recharge but my odds were only 81.25% before.

Agna will then discard (recharged by ranger power) the Giant Badger to explore the woods again...

Okay, it's a boring combat 12 mercenary.

Revealing longsword and belt of giant strength. Without an off hand card handy I'll go ahead and blessing of Erastil myself for an extra die to be sure.

combat DC 12: 1d10 + 4 + 1d8 + 1d10 ⇒ (7) + 4 + (5) + (9) = 25

Success.

With 2 monsters defeated, 2 cards discarded and 2 cards recharged Agna is ready to end her turn.

Agna will scout ahead with her ranger powers revealing Explosive Runes on top of the Woods.
Explosive Runes

Intelligence/Arcane 8
Dexterity/Acrobatics 10

Either Sajan of Feiya might want to come deal with this. I do have the Abadar blessing to help with if desired. I also have a milani blessing for noncombat dex/wisdom if needed elsewhere.

Agna - Dwarf Ranger wrote:

Hand: Longsword, Blessing of Abadar, Belt of Giant Strength, Repelling Pike +1, Saber-Toothed Tiger, Dog, Blessing of Milani

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1
Intelligence d4 [ ]+1 [ ]+2
Arcane: Intelligence +2
Wisdom d8 [X]+1 [ ]+2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 5 [X] 6 [X] 7
Light Armors Weapons
Powers:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the offhand trait to add 1d6 ([X] +1) and that weapon's traits to your combat check.
At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck

monsters 1 and 2 in woods defeated, 3rd card revealed as explosive runes


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

On to Feiya.


Deck Handler // Tier 6.12 // 11 hero points

Great job finding the villain! Pretty sure it's the only one since there is nothing in the During This Scenario power that has alternative win conditions. Feel free to end your turn, I agree that it isn't worth risking a villain escape if the shuffle was unlucky.

As Feiya stepped through the gate, she addressed her familiar, "Daji, we've got company. Get ready!" Daji proceeds to bare his teeth and look around alertly while Kyra casts her spell.

"Great scouting, Kyra! That guy looks nasty, let's try to secure the surrounding area before attempting to take him on."

Note that I displayed Daji (Cohort) after Kyra discarded her Cure but before she played Augury, as I stated earlier.

Feiya looks over at Agna sauntering off to a field of large pillars of rocks which look like a stony facsimile of a forest. She also spots some trenches off in the distance swirling with primal magic. I wonder what sort of magic is in this place, I think I'm going to go check that out. But I'll watch Agna a bit first to make sure she's alright before heading off.

Blessing of Lamashtu is up Zappity zap: 1d4 ⇒ 3

While lost in thought, she hears Agna calling something out. The momentary distraction from the voice was enough for her to not notice a streak of lightning graze her. Ouch! Discarding Good Omen.

[u]Feiya heads over to the woods[/u] and hears Agna ranting about her fox. Feiya isn't sure what to make of this, as Daji is an amazing fox, what would anyone have against foxes? She also hears that Agna found some explosive runes blocking the path forward, and they could stand to be dispelled.

"Stand back Agna, this might get ugly." Recharging Daji (Ally) to reduce the difficulty of the check against the Explosive Runes by 5, reducing it to an Arcane 5 check (8 + 2 - 5). I have a d12 + 3 for my Arcane, so I got this on a 2 or higher; don't need any additional help. I did not prepare explosive runes this morning (Arcane DC 5): 1d12 + 3 ⇒ (1) + 3 = 4

Sigh... I can't afford a hand wipe this early on. Using a die bump to make this succeed. I now have 1 left.

"Whew, that was a close one." Feiya said after everything was done, "I think I'm almost spent, just going to send my wolf friend scouting a bit."

Recharging Wolf to examine the top card of the Woods, revealing a Faceless Stalker. Then I'm recharging Frigid Blast to shuffle 1d4 ⇒ 1 random spells from my discard pile into my deck per Daji (Cohort)'s power, then placing Daji (Cohort) on top of my deck.
As Good Omen is the only spell in my discard and I'm guaranteed at least a 1, that's what gets shuffled in. I then reset my hand and end my turn.

Faceless Stalker:
Faceless Stalker
Monster 2
Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Going to display Daji after the next blessing is flipped and Sajan rolls his d4, already reflected in the summary below.

Feiya wrote:

Hand: Cure, Amulet of Life, Black Spot, Staff of Cackling Wrath, Blessing of the Gods

Displayed: Daji (Cohort)
Deck: 12 Discard: 0 Buried: 0
Notes: Blessing of the Gods and Black Spot is up for grabs if anyone needs it.

Skills and Powers:
SKILLS

Strength d4 ☐+1
Dexterity d8 ☐+1 ☐+2
Constitution d4 ☐+1 ☐+2
Intelligence d12 ☑+1 ☐+2 ☐+3 ☐+4
Knowledge: Intelligence +2
Arcane: Intelligence +2 (while Daji is displayed)
Craft: Intelligence +2 (while Daji is displayed)
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☑+1 ☐+2 ☐+3 ☐+4
Diplomacy: Charisma +2

Hand Size 6 ☐7
Powers:
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.

[u]Feiya beckons Kyra to come on over to the Woods. I want to pass Kyra my Cure at the start of my next turn unless someone uses up Black Spot.[/u]

On to Sajan.


Tier 3.3/2 Die Bumps

goodbye party for a colleague today. Will post turn after an hour or two.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

OK. I'll probably be unavailable then, so I'm unlikely to post my next move much before midnight (west coast time)

Silver Crusade RPG Superstar 2014 Top 16

JohnF wrote:
Spreadsheet questions for Cartman (or Hawkmoon): I just stick the card names in the Discarded/Recharged column, and remove them from the Hand column?

Yes, that's correct.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: At the start of your turn, roll 1d4; if the result is less than the
number of characters, you are dealt 1 Electricity damage.

Turn: 4 Sajan/zeroth_hour2

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
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 Remaining: 26

Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1

Canyon Card 1:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Canyon Card 2:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Canyon Card 3:
Skeleton Horde
Barrier C

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Canyon Card 4:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Canyon 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.

Canyon Card 6:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Canyon Card 7:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Canyon Card 8:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Canyon Card 9:
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.

Canyon Card 10:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

Great Stone Bridge Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Great Stone Bridge Card 2:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

Great Stone Bridge 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.

Great Stone Bridge Card 4:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Great Stone Bridge Card 5:
Battered Chest
Barrier C

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.

Great Stone Bridge Card 6:
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.

Great Stone Bridge Card 7:
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.

Great Stone Bridge Card 8:
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.

Great Stone Bridge Card 9:
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.

Great Stone Bridge Card 10:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Sajan/zeroth

Windswept Chasm Card 1:
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.

Windswept Chasm Card 2:
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.

Windswept Chasm Card 3:
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.

Windswept Chasm Card 4:
Half-Plate
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Windswept Chasm Card 5:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Windswept Chasm Card 6:
Blessing of Iomedae
Blessing C

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.

Windswept Chasm Card 7:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Windswept Chasm Card 8:
Scimitar
Weapon C

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Windswept Chasm Card 9:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 10:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
Located here: Feiya/skizzerz, Agna/Pirate Rob

Woods Card 1 - Faceless Stalker:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Woods Card 2:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Woods Card 3:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Woods Card 4:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Woods Card 5:
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.

Woods Card 6:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Woods Card 7:
Longspear
Weapon B

Traits
Spear
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
5

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Watchtower Card 1:
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.

Watchtower Card 2:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

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.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Watchtower Card 3:
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.

Watchtower Card 4:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Watchtower Card 5:
Goblin Dog
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Watchtower Card 6:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 7:
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.

Watchtower Card 8:
Chain Mail
Armor C

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.

Watchtower Card 9:
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.

Watchtower Card 10:
Shalelu Andosana
Ally B

Traits
Elf
Scout

Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Kyra/JohnF

Elemental Trenches Card 1:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Elemental Trenches Card 2:
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.

Elemental Trenches Card 3:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Elemental Trenches Card 4:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Elemental Trenches Card 5:
Stone Eater Enchanter
Villain Monster 2

Traits
Outsider
Sorcerer
Acid
Veteran

Check
Constitution
Fortitude
7
THEN
Combat
12
OR
Diplomacy
13

Powers
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.

Elemental Trenches Card 6:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

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

Elemental Trenches Card 7:
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.

Elemental Trenches Card 8:
Enfeeble
Spell 1

Traits
Magic
Arcane
Attack
Mental

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster; return it to the top of the deck.
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.

Elemental Trenches Card 9:
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.

Elemental Trenches Card 10 - Pit Trap:
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.

Silver Crusade RPG Superstar 2014 Top 16

Hold a minute, the blessings deck has one fewer card in it than it should. Let me fix that.

Edit: Fixed above.

Next blessings:

Kyra/JohnF blessing:
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.


Agna/Pirate Rob blessing:
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.


Feiya/skizzerz blessing:
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.

Silver Crusade RPG Superstar 2014 Top 16

Last blessing for Cavern close if needed:
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.


Tier 3.3/2 Die Bumps

Sorry, I got pulled into some extra work and just finished dinner. Here's my turn:

With our target revealed through a vision by Kyra, we make preparations to efficiently trap our quarry. But this environment is full of small electric storms that provide a jolting sensation with every step:

Top Blessing is Blessing of the Gods
Zap: 1d4 ⇒ 4

The surge of electricity whizzes by, barely missing Sajan. That was a close one, he mused. He dashed over to the Woods to help Feiya and Agna.

Move to Woods, encounter Faceless Stalker:

Faceless Stalker wisdom: 1d8 + 1 ⇒ (7) + 1 = 8

With Feiya's wolf scouting, he was able to get the jump on the Stalker. d10 + d6 + 8 with the Kama, should be good.

Sajan chants a battle hymn as he adeptly swings the Kama.

Faceless Stalker fight: 1d10 + 1d6 + 8 ⇒ (4) + (4) + 8 = 16

Do we get rerolls in this scenario? I can show a reroll object if needed :)


Tier 3.3/2 Die Bumps

With a thud, the Faceless Stalker slumps dead.

discard Researcher to explore:

Ring of Protection, oooh

Hm, I'd like to get this one. While I don't need an Item 2 (and I don't think the group does either), the actual power on this one is good for this scenario. But, I don't think I need to spend a blessing on it as the one I have is very useful for closing. However, I have to discard anyway if I got it so I'm going to use the Milani - we're pretty Cure-rich so I'm not super worried.

Discard Blessing of Milani to try and obtain the Ring of Protection:

Fortitude!: 2d6 + 2 ⇒ (2, 5) + 2 = 9

Yay, I got it. End turn.

How does the spreadsheet handle extra items from the game? Also, you may want to pre-summon a monster for the Watchtower boon thing.

Sajan (CD) wrote:

Hand: Trapsmith Gloves, Kama, Ring of Protection, Temple Sword +1, Hat of Glamour

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: I will probably dump some cards next turn if our group is blessing poor next turn. I may need healing after.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


I now have a means of preventing damage every turn (Ring of Protection). Should I hand it off to Kyra? The villain does 1 damage, but that's fine if we beat it on the last turn. I was thinking Kyra mainly because she can keep Cures easier if she has the Ring to prevent the every-turn damage.


Tier 3.3 // 2 die bumps

Advance the blessing deck, revealing a blessing of Iomedae

Start-of-Turn from scenario: 1d4 ⇒ 2 Ouch again! Discard Greatclub +1

Start-of-Turn from location: 1d6 ⇒ 6 Nothing with the poison trait, thankfully.

Kyra was never one to turn down a chance for a walk in the woods with a foxy lady, so she'll head over to join Feiya. Mind you, she'll probably suggest that slightly more modest garb would attract less attention.

Explore the Woods and reveal ...

Henchman:

Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

I think I can do this this (with a little help from my friends).
I'll use my Scimitar; that has the Sword trait, so I get an extra +4.
I'll throw in my Blessing of the Gods for an extra d10, and for insurance I'll also take the Blessing of the Gods that Feiya is offering.

Combat: 3d10 + 1d6 + 2 + 4 + 1 ⇒ (10, 1, 1) + (1) + 2 + 4 + 1 = 20 Phew! that was a little too close for comfort!

Still, the henchman is defeated, which is what matters.

Now to close the location. I'll use my Blessing of Cayden Cailean just to be (almost) sure ...

Closing: 2d10 + 3 ⇒ (7, 7) + 3 = 17 Well that was easy!

The location is closed, so there's nothing much else for me to do here.
I'll reset my hand (drawing Social Climber, a Blessing of Pharasma, and a Cure), then end my turn.

Hand: Flaming Scimitar +1, Find Traps, Social Climber, Blessing of Pharasma 1, Cure 2
Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Location: Woods

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2 [ ]
Wisdom d10 [X]+1 [X]+2 [X]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 [ ]+1 [ ]+2

Hand Size 5
Light Armors Heavy Armors [X] Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([X]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([X] 4) and the magic ([ ] and fire) trait to it.

Feel free to use anything from my hand (except my Scimitar!)


”Fluff Fang” | CG Small Leshy Bard 3 | HP 13/35 | AC 19 | F +6 R +9 W +8 | Perc +8 (Lowlight) | Speed 25ft |

Agna flips of Blessing of Shelyn

electricity: 1d4 ⇒ 2

Ow!
I will discard the Repelling Pike It's slightly better than the longsword, but I may end up having to banish my weapon, since I'm headed to the watchtower

She'll high five Kyra before heading to the watchtower.

I've got a crappy longsword to bansh and might find some good stuff or otherwise useful stuff.

Like...

A new longsword

DC 6 to acquire: 1d10 + 4 ⇒ (9) + 4 = 13

Which Agna picks up without trouble.

Agna will then discard her dog (recharged by power) to explore again.

Finding magic chain mail.

dc 3 to acquire: 1d6 ⇒ 3

It's mine!

Let's discard the tiger (recharged) to explore once more.

...

Another Longsword.

acquire: 1d10 + 4 ⇒ (6) + 4 = 10

With an abundance of extra cards, I'll discard my blessing of Milani to explore once more.

It's a large chest. I'll use Kyra's Find Traps for 2 extra dice and my belt of Giant Strength for +1.
I've got the blessing of Abadar around still but figure the spell that might recharge is a better choice to use first.

DC 12 Melee: 3d10 + 3 ⇒ (5, 1, 3) + 3 = 12

Wow that was close

Agna shouts "Thanks Kyra!"

random weapons: 1d4 ⇒ 1

EoT: Will recharge newly found Magic Chainmail, Will Discard my stupid original longsword (Keeping the 2 found ones)

Agna - Dwarf Ranger wrote:

Hand: Blessing of Abadar, Belt of Giant Strength, Longsword (Found1), Longsword (Found2), RandomWeapon (Found), Blessing of Erastil (2), Snow Leopard

Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1
Intelligence d4 [ ]+1 [ ]+2
Arcane: Intelligence +2
Wisdom d8 [X]+1 [ ]+2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 5 [X] 6 [X] 7
Light Armors Weapons
Powers:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the offhand trait to add 1d6 ([X] +1) and that weapon's traits to your combat check.
At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck

If the found weapon is junk I'll discard it, otherwise I'll hang onto it. I still have the Abadar blessing, I also have a snow-leopard that can recharge to give anybody 1d4 on their combat. Of course it's still a recharge explore for me, so use with caution,
but please use if needed. Also Blessing of Erastil can be used if needed.

After a product turn I am happy to turn things over to our witch.

My Saturday is going to be pretty packed, but I should be able to manage an afternoon post, but not sure about anything else.

Silver Crusade RPG Superstar 2014 Top 16

zeroth wrote:
How does the spreadsheet handle extra items from the game? Also, you may want to pre-summon a monster for the Watchtower boon thing.

Just go to the second tab (the one that says "Don't Look!") and type it into the last spot below your other items. I usually put "TEMP" next to it to remind myself that it was acquired. I went ahead and did so for you on your sheet.

Silver Crusade RPG Superstar 2014 Top 16

Agna's Weapon:
Heavy Pick +1
Weapon 2

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
11

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 6, count it as a 7.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: At the start of your turn, roll 1d4; if the result is less than the
number of characters, you are dealt 1 Electricity damage.

Turn: 7 Feiya/skizzers

Top of Blessing Discard Pile: Blessing of Irori

Top Blessing:
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 Remaining: 23

Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1

Canyon Card 1:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Canyon Card 2:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Canyon Card 3:
Skeleton Horde
Barrier C

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Canyon Card 4:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Canyon 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.

Canyon Card 6:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Canyon Card 7:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Canyon Card 8:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Canyon Card 9:
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.

Canyon Card 10:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

Great Stone Bridge Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Great Stone Bridge Card 2:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

Great Stone Bridge 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.

Great Stone Bridge Card 4:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Great Stone Bridge Card 5:
Battered Chest
Barrier C

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.

Great Stone Bridge Card 6:
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.

Great Stone Bridge Card 7:
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.

Great Stone Bridge Card 8:
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.

Great Stone Bridge Card 9:
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.

Great Stone Bridge Card 10:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

Windswept Chasm Card 1:
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.

Windswept Chasm Card 2:
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.

Windswept Chasm Card 3:
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.

Windswept Chasm Card 4:
Half-Plate
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Windswept Chasm Card 5:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Windswept Chasm Card 6:
Blessing of Iomedae
Blessing C

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.

Windswept Chasm Card 7:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Windswept Chasm Card 8:
Scimitar
Weapon C

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Windswept Chasm Card 9:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 10:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Woods
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Feiya/skizzerz, Sajan/zeroth, Kyra/JohnF

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Agna/Pirate Rob

Watchtower Card 1:
Goblin Dog
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Watchtower Card 2:
Lightning Elemental
Henchman Monster 2

Traits
Elemental

Check
Combat
17

Powers
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 3:
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.

Watchtower Card 4:
Chain Mail
Armor C

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.

Watchtower Card 5:
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.

Watchtower Card 6:
Shalelu Andosana
Ally B

Traits
Elf
Scout

Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

Elemental Trenches Card 1:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Elemental Trenches Card 2:
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.

Elemental Trenches Card 3:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Elemental Trenches Card 4:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Elemental Trenches Card 5:
Stone Eater Enchanter
Villain Monster 2

Traits
Outsider
Sorcerer
Acid
Veteran

Check
Constitution
Fortitude
7
THEN
Combat
12
OR
Diplomacy
13

Powers
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.

Elemental Trenches Card 6:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

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

Elemental Trenches Card 7:
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.

Elemental Trenches Card 8:
Enfeeble
Spell 1

Traits
Magic
Arcane
Attack
Mental

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster; return it to the top of the deck.
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.

Elemental Trenches Card 9:
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.

Elemental Trenches Card 10 - Pit Trap:
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.

Silver Crusade RPG Superstar 2014 Top 16

First location closed! Well done, guys!

It seems like you're all getting the hang of this very quickly, which is great! (and we're ahead of Hawk's table, yay!) :-D

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