[ACG] Season of the Runelords - EmpTyger (Inactive)

Game Master EmpTyger

Adventure Path Completed!

  • Salim/Nathan Davis
  • Urgraz/Yewstance
  • Ezren/Hawkmoon269
  • Yoon/dinketry

Loot:
Sihedron Medallion
Spoiler:
Loot Item 1
Traits: Accessory Magic Sihedron

Discard this card to reduce damage dealt to you by 4.
Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.


Holy Candle
Spoiler:
Item B

Traits:
Divine
Magic
Object

To Acquire:
Wisdom/Divine 10

Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.


Impaler of Thorns
Spoiler:
Loot Weapon 2
Traits:
2-Handed
Magic
Melee
Piercing
Spear

For your combat check, reveal this card to roll your Strength or Melee die +1d8+2; you may additionally discard this card to also reduce the difficulty to defeat the bane by 2 until the end of the turn.
If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.


Medusa Mask
Spoiler:
Loot Item 2
Traits:
Accessory
Magic

When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.


Snakeskin Tunic
Spoiler:
Loot Armor 2
Traits:
Light Armor
Magic

Reveal this card to add 1 to your Dexterity check.
Recharge this card to reduce Combat or Poison damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


Ward of Enervation
Spoiler:
Loot Item 3
Traits:
Arcane
Magic
Wand

Bury this card to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill. Succeed at an Arcane 8 check to recharge this card instead of burying it.


Mokmurian's Club
Spoiler:
Loot Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee

For your combat check, reveal this card to roll your Strength or Melee die +1d10+2; you may additionally discard one other card from your hand to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you defeat a monster while playing this weapon, recharge a random card from your discard pile.


Robe of Runes
Spoiler:
Loot Item 4
Traits:
Clothing
Magic

Reveal this card to add 2 to your Intelligence check. You may play another item on this check.
Recharge this card to add a spell of your choice from your discard pile to your hand.


Fanged Falchion
Spoiler:
Loot Weapon 5
Traits:
Magic
Melee
Slashing
Sword

For your combat check, reveal this card to roll your Strength or Melee die + 2d4+2; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled using this weapon is a 4, count it as 6.


Emerald Codex
Spoiler:
Loot Item 4
Traits:
Book
Magic

Banish this card to add 3 random Divine spells from the box to your hand. You may instead bury this card to place the spells faceup next to your character card, you may banish any of these cards for its effect as though you had played it as a spell. Banish any that remain at the end of the scenarion.


Staff of Hungry Shadows
Spoiler:
Loot Item 5
Traits:
Magic
Staff

When you play a spell with the Attack trait, you may reveal this card and discard a spell to add 1d8+2 to your check. If you succeed at the check, recharge a random card from your discard pile. Reveal this card and discard a spell to roll your Arcane die and decrease the difficulty of another character's combat check at your location by that amount.


Morgiv
Spoiler:
Ally 6
Traits:
Enshrouded

To Acquire:
Charisma/Diplomacy 13

Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.


Robes of Xin-Shalast
Spoiler:
Loot Item 6
Traits:
Clothing
Magic
Sihedron

Reveal this card to add 2 to an Arcane or Divine check. You may use another item on this check.
When you take Combat damage, reveal this card to shuffle up to 2 cards into your deck instead of discarding them.
Reveal this card and discard an item to search your deck and choose an item to add to your hand.


Runewell's Echo
Spoiler:
Loot Blessing P
Traits:
Divine
Blessing
Lissala

Discard this card to add 1 die to any check.
Discard this card to add 1d12 to any non-combat check.
After playing this card, you may play another blessing on this check.

Summoned Henchmen:
Ancient Skeleton
Spoiler:
Monster Henchman B
Traits:
Skeleton
Undead

To Defeat:
Combat 8

The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.


Bandit
Spoiler:
Monster Henchman B
Traits:
Human
Bandit

To Defeat:
Combat 8

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


Charmed Faceless Stalker
Spoiler:
Monster Henchman 2
Traits:
Aberration

To Defeat:
Combat 11

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; bury the top card of your deck.
If defeated, you may immediately attempt to close this location.


Goblin Raider
Spoiler:
Monster Henchman 1
Traits:
Goblin

To Defeat:
Combat 8

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


Graul Ogrekin
Spoiler:
Monster Henchman 3
Traits:
Giant
Ogrekin

To Defeat:
Combat 13

When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 2.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
If defeated, you may immediately attempt to close this location.


Poison Trap
Spoiler:
Barrier Henchman B
Traits:
Poison
Trap

To Defeat:
Dexterity/Disable 5

If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.


Sandpoint Devil
Spoiler:
Monster Villain 1
Traits:
Outsider

To Defeat:
Combat 20
THEN
Combat 20

After the encounter, banish The Sandpoint Devil.

"After what we heard up on the roof--the clomping and snorting and that terrible, terrible tearing--I ain't ashamed to say I kept right here between the sheets and didn't even thing about coming out till morning. We lost three cows and my favorite porker


Skinsaw Cultist
Spoiler:
Monster Henchman 2
Traits:
Cultist
Human

To Defeat:
Combat 11

If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.


Wrathful Sinspawn
Spoiler:
Monster Henchman 1
Traits:
Aberration

To Defeat:
Combat 9

Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
If defeated, you may immediately attempt to close this location.


Zombie Minion
Spoiler:
Monster Henchman 2
Traits:
Undead
Zombie

To Defeat:
Combat 9

The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.


Party Tracker


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Ezren's Hand || Ezren's Deck

My deck:

Arcane Robes (IH)
Medusa Mask (RotR)
Life Drain (CDTales)
Good Omen (CDTales)
Rodrick (CDTales)
Spyglass (CDTales)
Augury (CDTales)
Snick (CDTales)
Scorching Ray (CDTales)
Hrym (CDTales)
Aqueous Orb (CDTales)
Grogul (CDTales)
Object Reading (Intrigue)
Charm Person (Intrigue)
Swipe (CDTales)
Volcanic Storm (CDTales)
Mistform (Intrigue)

My starting hand:

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+3
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8
CHARISMA d6

Powers
HAND SIZE 7
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) to your check to recharge a card.

Hand: Mistform, Scorching Ray, Swipe, Volcanic Storm, Spyglass, Grogul, Rodrick
Deck: 10 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 1/2


Ezren's Hand || Ezren's Deck

I've got to add cards to the db for this game, so when you list your cards, or at least the ones in your starting hand, let me know what "source" they come from.


Deck Handler // Searching for: Armor 6

(From memory so one or two may be off)

The Melted Blade Inquisitor
Captain's Cutlass Intrigue
Striking Wing Scimitar Inquisitor
Disrupting Rapier + 1 Inquisitor
Cure Inquisitor
Patrician's Armor Intrigue
Snakeskin Tunic RotR
Candle of Comity Intrigue
Shackles of Compliance Inquisitor
Quick-Change Mask Intrigue
Evangelist Inquisitor
Dandy Brute Intrigue
Sorrowsoul Intrigue
Court Knight Inquisitor
Blessing of the Gods 1 Inquisitor
Blessing of Zon-Kuthon Intrigue
Blessing of Erastil Inquisitor

Starting at the Garrison

Salim wrote:

Hand: Blessing of the Gods 1, Captain's Cutlass, Evangelist, Disrupting Rapier + 1, Cure, Quick-Change Mask,

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

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [ ] +3 [ ] +4
(Finesse) Melee: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Divine: Wisdom +0
Charisma d8 [X] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 2
Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
[X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


Yoon Deck Handler

Should we be doing this in the Discussions tab?


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

LOOT: Urgraz will trade Captain's Cutlass for Impaler of Thorns

Urgraz will start at Fort Rannick where his Strength will be appreciated. Here's hoping I draw my Menacing Backsword or Social Climber, though!

Current Deck and Originating Box:
Sinderbos (HV1)
Torch (HV1)
Menacing Backsword +1 (Intrigue)
Impaler of Thorns (RotR)
Cure (HV1)
Divine Fortune (HV1)
Gambeson (Intrigue)
Lockpick Shield (Intrigue)
Corruptive Half-Plate (HV1)
The Asmodean Disciplines (Redeemed) (HV1)
Ring of the Hellion (HV1)
Social Climber (Intrigue)
Blessing of the Archdevils (HV1)
Blessing of the Archdevils 2 (HV1)
Blessing of Mazmezz (HV1)
Blessing of Belial (HV1)
Blessing of Dispater (HV1)

Urgraz wrote:

Hand: Impaler of Thorns, Ring of the Hellion, Corruptive Half-Plate, Divine Fortune, Blessing of Dispater, Torch,

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

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6
Proficient with: All
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([X]+1) to your check.
When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 2


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

My deck list.

Padrig (Summoner)
Bound Lantern Archon (Summoner)
Bound Imp (Summoner)
Cleric of Nethys (Ultimate Magic)
Ruby of Charisma (Summoner)
Staff of Minor Healing (Summoner)
Gossamer Shrouds (Summoner)
Blessing of the Spellbound (Ultimate Magic)
Blessing of Abadar (Summoner)
Blessing of Lamashtu (Summoner)
Stone Skin (Summoner)
Create Spiked Pit (Summoner)
Eloquence (Summoner)
Charm Monster (Summoner)
Black Spot (Summoner)
Augury (Summoner)
Twisted Space (Summoner)
Warding (Ultimate Magic)

Balazar wrote:

Hand: Gossamer Shrouds, Ruby of Charisma, Bound Imp, Black Spot, Eloquence, Stone Skin, Charm Monster, Padrig,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: I can add 1d4 to a combat check at my location. You may use any of these: Black Spot, Eloquence, Charm Monster, Stone Skin
Sideboard cards:

Skills and Powers:

Strength d4
Dexterity d6
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d6
Charisma d12 +3
Arcane: Charisma +2
Hand Size 7
Proficient with: Light Armours
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number, or to recharge a spell from your discard pile.
"Player Reward 1: Concordance Faction Reward
[ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."
"Gameday VII Adventure Card Game Rewards: Season of Tapestry’s Tides Reward #2
[ ] Burgeoning Captain: At the beginning of a scenario that uses the Skull & Shackles Base Set, you may cross out this reward to gain the skill Survival: Wisdom +2 on your checks attempted while you are on a ship and on your checks attempted against a ship until the end of the scenario."
"Gameday VII Adventure Card Game Rewards: Season of Tapestry’s Tides Reward #3
[ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result."
Die bump [ ]


Ezren's Hand || Ezren's Deck
Yoon - Dinketry wrote:
Should we be doing this in the Discussions tab?

It's Danny's call. I personally feel that setup of the game is related to gameplay. My preference is that this kind of stuff goes in gameplay, along with deck upgrades and feats. I like discussion more for strategy and questions, not so much anything about the actual play of the scenario. If a cards getting moved or written on, or a deck is getting changed, I like it in gameplay. But maybe that's just me.


Yoon Deck Handler

My Deck List:
  • Quarterstaff of Vaulting
  • Primal Attunement*
  • Fan of Flames
  • Cure
  • Aspect of the Bat*
  • Jawbreaker Shield*
  • Wayfinder
  • Harrow Deck
  • Belt of Teeth*
  • Mindblade
  • Cleric of Nethys
  • Blessing of the Gods
  • Blessing of the Angradd
  • Sign of the Stranger
  • Blessing of Nivi Rhombodazzle*
  • Sign of the Pack
  • Sign of the Lantern Bearer
    * = cards from Ultimate Wilderness
  • Yoon wrote:

    Hand: Sign of the Pack, Quarterstaff of Vaulting, Wayfinder, Sign of the Stranger, Harrow Deck, Cure,

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

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d4 [ ] +1
    Charisma d8 [ ] +1 [ ] +2 [ ] +3
    Arcane: Charisma +0
    Favored Card: Spell
    Hand Size 5 [X] 6
    Proficient with: Light Armors
    Powers:
    For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
    You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([X] or a spell), add another 1d4.
    When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


    Yoon Deck Handler

    Yoon will start at the Garrison.


    Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

    For the GM:

    Urgraz has, as card types in his deck (hand excluded):
    2 Weapons
    1 Spell
    2 Armor
    1 Item
    1 Ally
    4 Blessings

    Urgraz's precise REMAINING Deck:
    The following cards remain in Urgraz's deck for now.

    Sinderbos (HV1)
    Menacing Backsword +1 (Intrigue)
    Cure (HV1)
    Gambeson (Intrigue)
    Lockpick Shield (Intrigue)
    The Asmodean Disciplines (Redeemed) (HV1)
    Social Climber (Intrigue)
    Blessing of the Archdevils (HV1)
    Blessing of the Archdevils 2 (HV1)
    Blessing of Mazmezz (HV1)
    Blessing of Belial (HV1)


    Deck Handler // Searching for: Armor 6

    Salim’s cards in deck:

    Weapons 2
    Armors 2
    Items 2
    Allies 3
    Blessings 2


    Yoon Deck Handler

    Yoon has:

  • 1 Weapon
  • 4 Spells
  • 1 Armor
  • 3 Items
  • 2 Allies
  • 6 Blessings


  • Ezren's Hand || Ezren's Deck

    1 weapon
    6 spells
    2 items
    1 ally


    Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

    Balazar starts at the Thasillonian Dungeon

    Item x1
    Ally x2
    Spell x4
    Blessing x3


    During This Adventure: Adventure Deck Number: 3
    Basic cards (except for Blessings) have been removed.

    During This Scenario:

    Special card pool rules:
    Before setting up, record the contents of each character’s deck.

    Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.

    When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.

    At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.


    Additional Rules: Villains: None

    Henchman:
    Jinkin
    Spoiler:
    Henchman 3
    Type: Monster

    Traits: Fly

    To Defeat: Combat 16

    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

    To win the scenario, close all of the locations.
    Turn: 1, Ezren/Hawkmoon

    Random Cards:

    Monsters
    Spoiler:
    Bugbear
    Monster C
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Spoiler:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    Spoiler:
    Myriana
    Monster 3
    Traits:
    Ghost
    Incorporeal
    Nymph
    Undead
    To Defeat:
    Combat 14
    OR Diplomacy 10
    Myriana is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, Myriana is undefeated.
    If undefeated, after the encounter, reset your hand and end your turn.

    Spoiler:
    Donkey Rats
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

    Spoiler:
    Ghoul
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Barriers
    Spoiler:
    Ranger Stash
    Barrier 3
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 12
    If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    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.

    Spoiler:
    Skeleton Horde
    Barrier C
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    Spoiler:
    Ambush
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Spoiler:
    Collapsed Ceiling
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Weapons
    Spoiler:
    Scimitar
    Weapon B
    Traits:
    Elite
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Returning Throwing Axe +1
    Weapon B
    Traits:
    Axe
    Magic
    Ranged
    Slashing To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
    If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Spoiler:
    Bastard Sword +1
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Bastard Sword
    Weapon B
    Traits:
    2-Handed
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Glibness
    Spell B
    Traits:
    Arcane
    Divine
    Elite
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spoiler:
    Fan of Flames
    Spell B
    Traits:
    Magic
    Arcane
    Attack
    Fire
    Basic To Acquire:
    Intelligence
    Arcane 5
    None Fortitude 3
    On your combat check against a bane, discard this card to add 1d6 and the Fire trait; if that bane invokes the Cold trait, add an additional 1d6. You may play this spell even if you played another spell on this check.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise you may succeed at an Arcane 7 or Fortitude 5 check to recharge this cards instead of discarding it.

    Spoiler:
    Acid Arrow
    Spell B
    Traits:
    Acid
    Arcane
    Attack
    Elite
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Consecration
    Spell 2
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 8
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

    Spoiler:
    Web
    Spell 2
    Traits:
    Arcane
    Attack
    Elite
    Magic To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location 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.

    Armors
    Spoiler:
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 3
    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.

    Spoiler:
    Magic Chain Mail
    Armor C
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 3
    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.

    Spoiler:
    Magic Leather Armor
    Armor B
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Gambeson
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 3
    Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
    While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.

    Spoiler:
    Half-Plate
    Armor C
    Traits:
    Elite
    Heavy Armor To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Items
    Spoiler:
    Tome of Knowledge
    Item B
    Traits:
    Book
    Elite
    Magic To Acquire:
    Intelligence
    Knowledge 5
    Reveal this card to add 1d6 to a Knowledge check.
    Recharge this card to succeed at your Knowledge check.

    Spoiler:
    Potion of Healing
    Item B
    Traits:
    Alchemical
    Healing
    Liquid To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Spoiler:
    Ring of Protection
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

    Spoiler:
    Potion of Healing
    Item B
    Traits:
    Alchemical
    Healing
    Liquid To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Spoiler:
    Potion of Healing
    Item C
    Traits:
    Alchemical
    Healing
    Liquid To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Allies
    Spoiler:
    Brodert Quink
    Ally 2
    Traits:
    Human
    Sage To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Knowledge 7
    Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
    Discard this card to explore your location.

    Spoiler:
    Maester Grump
    Ally 2
    Traits:
    Human To Acquire:
    Charisma
    Diplomacy 7
    OR Wisdom
    Divine 8
    Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
    Discard this card to explore your location.

    Spoiler:
    Cleric of Nethys
    Ally 2
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.

    Spoiler:
    Yap the Pixie
    Ally 3
    Traits:
    Pixie To Acquire:
    Charisma
    Diplomacy 2
    Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.
    Discard this card to explore your location.

    Spoiler:
    Acolyte
    Ally C
    Traits:
    Elite
    Human To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Blessings
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Spoiler:
    Blessing of Erastil
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Top of Blessing Discard Pile:

    Blessing of Lamashtu:
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Bury this card to add 2 dice to any check to defeat a monster.
    Discard this card to explore your location.
    After playing this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of Erastil
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Irori
    Blessing B
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    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.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    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.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    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.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of Irori
    Blessing B
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    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.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    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.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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.
    Spoiler:
    Blessings Deck Card 21 /
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 /
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.
    Spoiler:
    Blessings Deck Card 23 /
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24 /
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 /
    Blessing of Sarenrae
    Blessing C
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 /
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 27 /
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 28 /
    Blessing of Pharasma
    Blessing C
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 29 /
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Urgraz/Yewstance,

    Fort Rannick Card 1:
    The Melted Blade
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Veteran To Acquire:
    None None
    For your combat check, reveal this card to use your Strength or Melee Skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If you have a role card or if you are the owner of this card (YES), you may additionally add the scenario's adventure deck number and the Magic trait, and you may additionally bury another card to add another 2d4. If the bane has the Undead trait, if any d4 rolled on this check is a 4, count it as 5.

    Fort Rannick Card 2:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    Fort Rannick Card 3:
    Patrician's Armor
    Armor B
    Traits:
    Light Armor To Acquire:
    None None
    If proficient with light armors, reveal this card to add 1 to you Dexterity or Diplomacy non-combat check.
    Recharge this card to reduce Combat or Poison damage dealt to you by 1.
    Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.

    Fort Rannick Card 4:
    Shadow
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Fort Rannick Card 5:
    Menacing Backsword +1
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic To Acquire:
    Strength
    Melee
    Diplomacy 9
    For your diplomacy check to acquire an ally or your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6, or another 2d4 if another character is at your location.

    Fort Rannick Card 6:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Fort Rannick Card 7:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fort Rannick Card 8:
    Jawbreaker Shield
    Armor 2
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 7
    OR Melee 9
    If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
    If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4, d6, or d8; take the new result. If the check is against a bane that has the Aberration, Animal, or Dragon trait, you may reveal it instead. You may play another armor on this check.

    Fort Rannick Card 9:
    Cryptic Message
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

    Fort Rannick Card 10:
    Dandy Brute
    Ally 1
    Traits:
    Half-Orc
    Aristocrat
    Vigilante To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6 and the finesse trait to your combat or Diplomacy check.
    Discard this card to explore your location. During this exploraton add 1d6 to your checks against allies you encounter.

    Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/khazkhaz,

    Thassilonian Dungeon Card 1:
    Primal Attunement
    Spell 1
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card. While displayed, when you encounter a bane, you may add to or remove from your check any trait named in the bane's powers.
    At the end of your turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it or you may attempt an Arcane or Divine 9 check to recharge it instead.

    Thassilonian Dungeon Card 2:
    Grazuul
    Monster 3
    Traits:
    Aquatic
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 16
    Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

    Thassilonian Dungeon Card 3:
    Candle of Comity
    Item 2
    Traits:
    Object
    Magic To Acquire:
    Chairsma
    Craft
    Diplomacy 8
    Reharge this card to add 1d8 to a character at your location's Charisma or Diplomacy non-combat check.
    Bury this card to shuffle the top card of the blessings discard pile into the blessings deck. You may not use this card during an encounter.

    Thassilonian Dungeon Card 4:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thassilonian Dungeon Card 5:
    Large Chest
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    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.

    Thassilonian Dungeon Card 6:
    Goblin Commando
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Thassilonian Dungeon Card 7:
    Aqueous Orb
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgenoning
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

    Thassilonian Dungeon Card 8:
    Sinderbos
    Weapon 2
    Traits:
    Hammer
    Fire
    Magic
    Corrupted To Acquire:
    Strength
    Melee
    Craft 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; if you previously played this weapon during this encounter, add an additional 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result. If this card has the Corrupted trait when you reroll the dice, bury it instead.
    Recharge this card to add 1d6+1 to your Craft or Disable check.

    Thassilonian Dungeon Card 9:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    IntelligenceArcaneWisdomDivine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Thassilonian Dungeon Card 10:
    Elven Chain Shirt
    Armor B
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Treacherous Cave Card 1:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Treacherous Cave Card 2:
    Venomous Dagger +2
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

    Treacherous Cave Card 3:
    Scythe +1
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Treacherous Cave Card 4:
    Magic Shield
    Armor B
    Traits:
    Elite
    Magic
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Treacherous Cave Card 5:
    Shadow
    Monster C
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Treacherous Cave Card 6:
    Belt of Teeth
    Item 3
    Traits:
    Accessory
    Magic To Acquire:
    Constitution
    Fortitude 7
    On your turn, put this card on top of your deck to add 1d4 and the Piercing trait to a combat check by a character at your location.

    Treacherous Cave Card 7:
    Pit Trap
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Treacherous Cave Card 8:
    Lockpick Shield
    Armor 1
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your Disable check or your check against a card that has the Lock trait, recharge this card to roll 2d10+2.
    Reveal this card to reduce Combat damage dealt to you by 2.
    If proficient with light armors, you may play another armor.

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

    Treacherous Cave Card 9:
    Medusa Mask
    Loot 2
    Type: Item
    Traits:
    Accessory
    Magic To Acquire:

    When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.

    Treacherous Cave Card 10:
    Zombie Giant
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.

    Shimmerglens
    At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
    M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here:

    Shimmerglens Card 1:
    Soldier
    Ally C
    Traits:
    Elite
    Human To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.

    Shimmerglens Card 2:
    Pit of Malfeshnekor
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.

    Shimmerglens Card 3:
    Object Reading
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Mental To Acquire:
    IntelligenceArcaneWisdomDivine 9
    OR Perception 7
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 or Perception 9 check to recharge this card instead of discarding it.

    Shimmerglens Card 4:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Shimmerglens Card 5:
    Sign of the Lantern Bearer
    Blessing B
    Traits:
    Sign To Acquire:
    Constitution 6
    OR Perception 4
    Discard this card to add 1 die to any check. If the check is against an armor, recharge it instead.
    Discard this card to explore your location. If you encounter an armor, recharge this card instead.
    When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.

    Shimmerglens Card 6:
    Blessing of Erastil
    Blessing 1
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Shimmerglens Card 7:
    Tickwood Boar
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Shimmerglens Card 8:
    Scout
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

    Shimmerglens Card 9:
    Court Knight
    Ally 1
    Traits: To Acquire:
    Charisma
    Diplomacy 9
    OR Divine 6
    Recharge this card to add 1d8 to your Charisma, Craft, or Diplomacy non-combat check.
    Discard this card to explore your location. During this exploration, reduce all damage dealt to you by 2.

    Shimmerglens Card 10:
    Augury
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Yoon/dinketry,

    Garrison Card 1:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Garrison Card 2:
    Bound Lantern Archon
    Ally 2
    Traits:
    Outsider
    Angel To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Bury this card to add 1d4 to your combat check or any check to acquire a blessing.
    Bury this card to examine the top 3 card of your deck, put them back in any order, then draw a card.
    After playing this card, you may succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
    If this card is in your hand, you may treat it as if it were a monster.

    Garrison Card 3:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Garrison Card 4:
    Ghoul
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Garrison Card 5:
    Shock Longbow +1
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. 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 with the Electricity trait to a combat check at another location.

    Garrison Card 6:
    Snakeskin Tunic
    Loot 2
    Type: Armor
    Traits:
    Light Armor
    Magic To Acquire:

    Reveal this card to add 1 to your Dexterity check.
    Recharge this card to reduce Combat or Poison damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Garrison Card 7:
    Half-Plate
    Armor B
    Traits:
    Elite
    Heavy Armor To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Garrison Card 8:
    Siren
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Garrison Card 9:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    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.

    Garrison Card 10:
    Hrym
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Veteran To Acquire:
    Charisma
    Diplomacy 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionaly discard this card to add another 1d8 plus the scenario's adventure deck number and the Cold trait, then ignore any monster's power that happens after you act.
    On your Diplomacy check, reveal this card to treat your Diplomacy skill as d10+3.
    At the start of your turn, reveal this card to recharge the ally Rodrick from your discard pile.

    Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Salim/NathanDavis,

    Catacombs of Wrath Card 1:
    Slashing Blade
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Catacombs of Wrath Card 2:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Catacombs of Wrath Card 3:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    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.

    Catacombs of Wrath Card 4:
    Goblin Pyro
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Catacombs of Wrath Card 5:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Catacombs of Wrath Card 6:
    Tickwood Boar
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Catacombs of Wrath Card 7:
    Potion of Ruggedness
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Catacombs of Wrath Card 8:
    Rat Swarm
    Monster B
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

    Catacombs of Wrath Card 9:
    Striking Wing Scimitar
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; 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.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Catacombs of Wrath Card 10:
    Hell Hound
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
    Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Desecrated Vault Card 1:
    Giant Hermit Crab
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 9
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    Desecrated Vault Card 2:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Desecrated Vault Card 3:
    Blessing of the Gods
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None None
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Desecrated Vault Card 4:
    Life Drain
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Healing
    Elite To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 9
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it. Then shuffle a random card from your discard pile into your deck.

    Desecrated Vault Card 5:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    Desecrated Vault Card 6:
    Attic Whisperer
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

    Desecrated Vault Card 7:
    Wand of Scorching Ray
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Desecrated Vault Card 8:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Desecrated Vault Card 9:
    Bunyip
    Monster B
    Traits:
    Aquatic
    Bunyip
    Elite
    To Defeat:
    Combat 9
    Before the encounter, 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.

    Desecrated Vault Card 10:
    Zombie Horde
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.


    Ezren's Hand || Ezren's Deck

    Ezren is starting at the Thassilonian Dungeon.


    Ezren's Hand || Ezren's Deck

    Free exploration: Primal Attunement
    Ezren pokes around at the Thassilonian Dungeon and finds a scroll. "I think I remember Yoon showing this to me earlier," he comments.

    Arcane 7: 1d12 + 5 ⇒ (9) + 5 = 14
    Acquired

    Ezren picks it up and pokes around more.

    Magical Acquisition exploration: Grazuul
    But under the next pile of rubble is a monster. Fortunately, Ezren has some fire ready.

    Play Volcanic Storm
    Combat 16: 1d12 + 5 + 3d6 + 1d8 ⇒ (9) + 5 + (4, 5, 5) + (2) = 30
    Next card in my deck (Ezren): Twisted Space. Draw it.
    Next card in my deck (location): Aspect of the Bat
    Arcane 13: 1d12 + 5 + 2 ⇒ (3) + 5 + 2 = 10
    Discarded
    Defeated

    Ezren will display Aspect of the Bat.
    He'll then play Grogul to explore.
    Discard Grogul to explore: Candle of Comity
    Ezren's sees a magical candle that look's like maybe Salim's.
    Discard Swipe to acquire it.
    Next card (Ezren): Fan of Flames. Draw it.
    Location power: Greatsword.
    Arcane 10 recharge: 1d12 + 5 + 2 ⇒ (1) + 5 + 2 = 8
    Discarded

    Magical Acquisition exploration: Jinkin
    Ezren uses Aspect of the Bat to move it away and instead encounters a Large Chest.

    Ezren finds a Large Chest, but doesn't think that whatever took there stuff is smart enough to lock it away, so he passes it by.
    Banish it

    Discard Rodrick to explore: Jinkin
    Aspect of the Bat to encounter: Goblin Commando
    BYA: 1 Ranged combat damage. Discard Greatsword.
    Play Scorching Ray
    Combat 9: 1d12 + 5 + 2d6 ⇒ (4) + 5 + (1, 1) = 11
    Next card (Ezren): Warding. I'll leave it.
    Arcane 8 recharge: 1d12 + 5 + 2 ⇒ (1) + 5 + 2 = 8
    Recharged
    Defeated

    Ezren will have to stop there.

    I'll display Primal Attunement to cycle it, then end my turn.
    Aspect of the Bat is banished.
    Arcane 9 recharge: 1d12 + 5 + 2 ⇒ (6) + 5 + 2 = 13
    Primal Attunement is recharged.

    Ezren wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d4
    INTELLIGENCE d12+3
    -ARCANE: INTELLIGENCE +2
    -KNOWLEDGE: INTELLIGENCE +2
    WISDOM d8
    CHARISMA d6

    Powers
    HAND SIZE 7
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☑2) to your check to recharge a card.

    Hand: Fan of Flames, Major Cure, Mistform, Twisted Space, Warding, Candle of Comity, Spyglass
    Deck: 6 Discard: 5 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 1/2

    Summary: Acquired cards 1 and 3. Banish 2, 5 and 6. Card 4 is known and is on top.


    Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

    Apologies for the lateness of my post. Very busy week.
    As discussed in Hangouts, I'm heading to Shimmerglens and displaying Divine Fortune. As long as I don't close it on my first turn, I moderately recommend anyone who's interested come with me, since my Divine Fortune will, of course, make you better faster harder stronger give you a bonus 1d6 to everything under the sun.

    Urgraz rages in fury. Had he been truly at his senses; thinking that his companions had dared steal from him would actually raise his opinion on them, but the magical compulsion finds easy root in his hateful soul as he spouts vile curses and reaches for whatever weapons come to hand.

    He does not find them easily, but the red haze over his eyes begins to dim as enough of him recognises the signs of a magical compulsion, fighting it off with his force of will. Some kind of trickster fae playing a prank or...

    Urgraz grits his teeth, suddenly roaring his fury into the caverns around him. He knows what did this. Blasted, vile things that the Duergar take no shortage of delight in tormenting and slaying.

    "JINKIN!" Urgraz has murdered many of the crazed saboteur-Gremlins before... and secretly assisted them in causing havoc whenever it pleased him to see misery befall his own race. But to dare interfere with HIS items? They will feel his wrath.

    Urgraz starts his turn.
    Blessing of Erastil discarded from the blessings deck.

    Urgraz moves to the Shimmerglens, and takes his free exploration.

    Shimmerglens Card 1: Soldier

    Soldier:
    Ally C
    Traits:
    Elite
    Human To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.
    Urgraz displays Divine Fortune, adding 1d6 to all checks at his location until the start of his next turn.
    Melee 8: 1d8 + 6 + 1d6 ⇒ (5) + 6 + (3) = 14 -> Soldier acquired.

    Urgraz stomps to a likely hiding-hole for some of the gremlins, knowing their behaviors. Some confused human has somehow survived down here; wearing little but some worn armor and a notched blade, and showing signs of unusual decay. Jinkins may have already driven the fellow mad and sabotaged his gear, and his crazed eyes seem to affirm that suspicion. Urgraz doesn't care. The old soldier raises his blade with a trembling, weak grip, stepping back fearfully at the sight of the Antipaladin. Urgraz approaches with a sinister grin, easily plucking sword from the soldier's weary grip with a gauntleted hand, then using the flat side of the blade to hit the soldier's unarmored skull once - dazing the shrieking human - then twice, then a third time with both hands. The worn blade snaps at the impact, Urgraz feeling skull give way underneath the impact with satisfaction, and the old soldier falls over. Probably dead.

    Urgraz discards Soldier to explore his location.
    Shimmerglens Card 2: Pit of Malfeshnekor

    Pit of Malfeshnekor:
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.
    Urgraz draws 3 random items (Tome of Knowledge, Potion of Healing & Ring of Protection).
    Urgraz does not choose an Item.

    Urgraz comes across some obvious trap set up by the aggravating - yet occasionally ingenious - gremlins, disinterested in the poor spoils presented as bait.

    Urgraz cannot let such things distract him though, and moves further into the curiously shaped and meandering tunnels, relying on his darkvision to assist his eyesight.

    Urgraz buries Torch to explore his location.
    Shimmerglens Card 3: Object Reading

    Object Reading:
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Mental To Acquire:
    IntelligenceArcaneWisdomDivine 9
    OR Perception 7
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 or Perception 9 check to recharge this card instead of discarding it.
    Ah, one of Ezren's spells, I believe?
    Urgraz discards the top card of his deck (Find Traps) to add 1d6+1 to his Divine check.
    Divine 9: 1d8 + 1 + 1d6 + 1d6 + 1 ⇒ (4) + 1 + (5) + (4) + 1 = 15 -> Object Reading acquired.

    Urgraz laughs with some amusement to find one of his 'fellow' adventurer's spellbooks having been stolen and damaged; with pages torn from the book. Urgraz leafs through it, tearing out a couple more for his own amusement; finding one of them actually seems to describe a reasonably interesting cantrip. He grunts, memorizing that particular page before throwing it - and the spellbook remains - away carelessly.

    Urgraz sets aside Object Reading to examine the top three cards of his location deck and re-order them.
    Shimmerglens Card 4: Jinkin -> Place third from the top.
    Shimmerglens Card 5: Sign of the Lantern Bearer -> Place second from the top.
    Shimmerglens Card 6: Blessing of Erastil -> Place on top.
    Divine 11: 1d8 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7 -> Object Reading discarded.

    Never mind the teaming up; I'll clear this location on my own with ease.
    Urgraz recharges Corruptive Half-Plate to turn the top card of the blessings discard pile (Blessing of Erastil) Corrupted.
    Urgraz recharges Blessing of Dispater (top of the blessings discard pile is corrupted) to add explore his location.

    Shimmerglens Card 6->4: Blessing of Erastil

    Blessing of Erastil:
    Blessing 1
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Divine 5: 1d8 + 1 + 1d6 ⇒ (5) + 1 + (2) = 8 -> Blessing of Erastil acquired..

    Urgraz recharges Blessing of Erastil (top of the blessings discard pile has the same trait) to add explore his location.
    Shimmerglens Card 5: Sign of the Lantern Bearer

    Sign of the Lantern Bearer:
    Blessing B
    Traits:
    Sign To Acquire:
    Constitution 6
    OR Perception 4
    Discard this card to add 1 die to any check. If the check is against an armor, recharge it instead.
    Discard this card to explore your location. If you encounter an armor, recharge this card instead.
    When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.
    Constitution 6: 1d10 + 1d6 ⇒ (7) + (4) = 11 -> Sign of the Lantern Bearer acquired..

    Urgraz discards Ring of the Hellion to examine the top card of his location, recharging Sign of the Lantern Bearer to use his power to ignore the Corrupted trait.
    Shimmerglens Card 4->6: Jinkin -> Jinkin is a monster, so Urgraz encounters it and adds 2d4 to his check to defeat with Ring of the Hellion's power.

    Jinkin:
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Urgraz ignores the BYA check.
    Urgraz reveals Impaler of Thorns for combat. Ring of the Hellion adds 2d4, and Divine Fortune adds 1d6.
    Combat 16: 1d8 + 6 + 1d8 + 2 + 1d6 + 2d4 ⇒ (5) + 6 + (7) + 2 + (3) + (3, 1) = 27 -> Jinkin defeated.

    Urgraz follows a trail of small, magical icons until he catches sight of one of the hated Jinkin. He infests its senses and mind with the dark magic from his cursed Ring of the Hellion, before impaling the creature and pinning the small thing up against the wall by his spear; letting the vile, hissing thing bleed out slowly.

    Urgraz attempts to close the Shimmerglens and discards the top card of his deck (Blessing of the Gods) to add 1d6+1 to his Divine check.
    Divine 8: 1d8 + 1 + 1d6 + 1d6 + 1 ⇒ (6) + 1 + (4) + (3) + 1 = 15 -> Shimmerglens closed.

    Urgraz ends his turn and resets his hand.

    Urgraz wrote:

    Hand: Impaler of Thorns, The Asmodean Disciplines, Blessing of the Spellbound, Blessing of Belial, Mindblade, Allying Dart +1,

    Displayed: Divine Fortune,
    Deck: 9 Discard: 4 Buried: 1
    Notes: Wait, I ended up with The Asmodean Disciplines anyway? Huh. If the top card of the blessings discard pile is ever a Blessing 3, then please allow Urgraz to grab it with The Asmodean Disciplines (bot him if needed).

    One of Urgraz's Blessings is free to use; feel free to take either. Spellbound recharges on checks invoking Divine or Arcane, and Belial adds 2 dice to any check to acquire a boon.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 5 [X] 6
    Proficient with: All
    Powers:
    You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([X]+1) to your check.
    When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
    You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2


    During This Adventure: Adventure Deck Number: 3
    Basic cards (except for Blessings) have been removed.

    During This Scenario:

    Special card pool rules:
    Before setting up, record the contents of each character’s deck.

    Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.

    When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.

    At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.


    Additional Rules: Villains: None

    Henchman:
    Jinkin
    Spoiler:
    Henchman 3
    Type: Monster

    Traits: Fly

    To Defeat: Combat 16

    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

    To win the scenario, close all of the locations.
    Turn: 3, Balazar

    Random Cards:

    Monsters
    Spoiler:
    Sneak
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Spoiler:
    Plague Zombie
    Monster C
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

    Spoiler:
    Scout
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

    Spoiler:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Spoiler:
    Sneak
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Barriers
    Spoiler:
    Large Chest
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    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.

    Spoiler:
    Large Chest
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    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.

    Spoiler:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    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.

    Spoiler:
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    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.

    Spoiler:
    Hand Chopper
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 12
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Weapons
    Spoiler:
    Battleaxe
    Weapon B
    Traits:
    Axe
    Elite
    Melee
    Slashing To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Glaive
    Weapon C
    Traits:
    2-Handed
    Elite
    Melee
    Polearm
    Slashing To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spoiler:
    Dagger +1
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    Spoiler:
    Longsword +2
    Weapon 3
    Traits:
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; 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.

    Spoiler:
    Greatsword
    Weapon C
    Traits:
    2-Handed
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Charm Person
    Spell B
    Traits:
    Arcane
    Magic
    Mental To Acquire:
    Intelligence
    Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.

    Spoiler:
    Aid
    Spell B
    Traits:
    Divine
    Elite
    Magic To Acquire:
    Wisdom
    Divine 6
    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.

    Spoiler:
    Augury
    Spell B
    Traits:
    Arcane
    Divine
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Augury
    Spell C
    Traits:
    Arcane
    Divine
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Scrying
    Spell 3
    Traits:
    Arcane
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Magic Leather Armor
    Armor B
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Full Plate
    Armor 3
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    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.

    Spoiler:
    Magic Leather Armor
    Armor B
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Elven Breastplate
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Spoiler:
    Half-Plate
    Armor B
    Traits:
    Elite
    Heavy Armor To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Items
    Spoiler:
    Potion of Gracefulness
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at an Acrobatics check.

    Spoiler:
    Masterwork Tools
    Item B
    Traits:
    Elite
    Tool To Acquire:
    Dexterity
    Disable 7
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Spoiler:
    Luckstone
    Item B
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 5
    Discard this card to add 1 to your check.
    If you would fail a check by 1, you may bury this card to succeed.
    Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

    Spoiler:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Spoiler:
    Wand of Scorching Ray
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Allies
    Spoiler:
    Grizzled Mercenary
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

    Spoiler:
    Sorrowsoul
    Ally 2
    Traits:
    Half-Elf
    Bard To Acquire:
    Charisma
    Diplomacy 7
    On a check against a bane by a character at you location, after the roll, recharge this card to add 1 for each die that is a 1 or 2. If the check invokes the Cold or Undead trait, add an additional 1. Discard this card to explore your location; on all checks during this exploration, after the roll, add 1 for each die that is a 1 or 2.

    Spoiler:
    Court Knight
    Ally 1
    Traits: To Acquire:
    Charisma
    Diplomacy 9
    OR Divine 6
    Recharge this card to add 1d8 to your Charisma, Craft, or Diplomacy non-combat check.
    Discard this card to explore your location. During this exploration, reduce all damage dealt to you by 2.

    Spoiler:
    Shalelu Andosana
    Ally B
    Traits:
    Elf
    Scout To Acquire:
    Wisdom
    Perception 6
    OR Charisma
    Diplomacy 7
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Cat
    Ally 3
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 8
    Reveal this card to add 2 to your check to recharge a spell.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of Belial
    Blessing 1
    Traits:
    Divine
    Belial
    Corrupted To Acquire:
    Wisdom
    Perception 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to acquire a boon; if this card has the Corrupted trait and you acquire the boon, discard the boon.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Corrupted trait, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Gorum
    Blessing C
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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.

    Top of Blessing Discard Pile:

    Blessing of Irori:
    Blessing of Irori
    Blessing B
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    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: 27

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    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.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    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.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of Irori
    Blessing B
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    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.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    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.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    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.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.
    Spoiler:
    Blessings Deck Card 21 /
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 /
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23 /
    Blessing of Sarenrae
    Blessing C
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24 /
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 25 /
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26 /
    Blessing of Pharasma
    Blessing C
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 27 /
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:

    Fort Rannick Card 1:
    The Melted Blade
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Veteran To Acquire:
    None None
    For your combat check, reveal this card to use your Strength or Melee Skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If you have a role card or if you are the owner of this card (YES), you may additionally add the scenario's adventure deck number and the Magic trait, and you may additionally bury another card to add another 2d4. If the bane has the Undead trait, if any d4 rolled on this check is a 4, count it as 5.

    Fort Rannick Card 2:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    Fort Rannick Card 3:
    Patrician's Armor
    Armor B
    Traits:
    Light Armor To Acquire:
    None None
    If proficient with light armors, reveal this card to add 1 to you Dexterity or Diplomacy non-combat check.
    Recharge this card to reduce Combat or Poison damage dealt to you by 1.
    Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.

    Fort Rannick Card 4:
    Shadow
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Fort Rannick Card 5:
    Menacing Backsword +1
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic To Acquire:
    Strength
    Melee
    Diplomacy 9
    For your diplomacy check to acquire an ally or your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6, or another 2d4 if another character is at your location.

    Fort Rannick Card 6:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Fort Rannick Card 7:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fort Rannick Card 8:
    Jawbreaker Shield
    Armor 2
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 7
    OR Melee 9
    If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
    If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4, d6, or d8; take the new result. If the check is against a bane that has the Aberration, Animal, or Dragon trait, you may reveal it instead. You may play another armor on this check.

    Fort Rannick Card 9:
    Cryptic Message
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

    Fort Rannick Card 10:
    Dandy Brute
    Ally 1
    Traits:
    Half-Orc
    Aristocrat
    Vigilante To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6 and the finesse trait to your combat or Diplomacy check.
    Discard this card to explore your location. During this exploraton add 1d6 to your checks against allies you encounter.

    Thassilonian Dungeon
    At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon,

    Thassilonian Dungeon Card 1 (Jinkin):
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Thassilonian Dungeon Card 2:
    Aqueous Orb
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgenoning
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

    Thassilonian Dungeon Card 3:
    Sinderbos
    Weapon 2
    Traits:
    Hammer
    Fire
    Magic
    Corrupted To Acquire:
    Strength
    Melee
    Craft 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; if you previously played this weapon during this encounter, add an additional 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result. If this card has the Corrupted trait when you reroll the dice, bury it instead.
    Recharge this card to add 1d6+1 to your Craft or Disable check.

    Thassilonian Dungeon Card 4:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    IntelligenceArcaneWisdomDivine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Thassilonian Dungeon Card 5:
    Elven Chain Shirt
    Armor B
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Treacherous Cave Card 1:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Treacherous Cave Card 2:
    Venomous Dagger +2
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

    Treacherous Cave Card 3:
    Scythe +1
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Treacherous Cave Card 4:
    Magic Shield
    Armor B
    Traits:
    Elite
    Magic
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Treacherous Cave Card 5:
    Shadow
    Monster C
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Treacherous Cave Card 6:
    Belt of Teeth
    Item 3
    Traits:
    Accessory
    Magic To Acquire:
    Constitution
    Fortitude 7
    On your turn, put this card on top of your deck to add 1d4 and the Piercing trait to a combat check by a character at your location.

    Treacherous Cave Card 7:
    Pit Trap
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Treacherous Cave Card 8:
    Lockpick Shield
    Armor 1
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your Disable check or your check against a card that has the Lock trait, recharge this card to roll 2d10+2.
    Reveal this card to reduce Combat damage dealt to you by 2.
    If proficient with light armors, you may play another armor.

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


    Treacherous Cave Card 9:
    Medusa Mask
    Loot 2
    Type: Item
    Traits:
    Accessory
    Magic To Acquire:

    When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.

    Treacherous Cave Card 10:
    Zombie Giant
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.

    Shimmerglens
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Urgraz/Yewstance,

    Garrison
    At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
    When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
    When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
    M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Yoon/dinketry,

    Garrison Card 1:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Garrison Card 2:
    Bound Lantern Archon
    Ally 2
    Traits:
    Outsider
    Angel To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Bury this card to add 1d4 to your combat check or any check to acquire a blessing.
    Bury this card to examine the top 3 card of your deck, put them back in any order, then draw a card.
    After playing this card, you may succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
    If this card is in your hand, you may treat it as if it were a monster.

    Garrison Card 3:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Garrison Card 4:
    Ghoul
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Garrison Card 5:
    Shock Longbow +1
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. 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 with the Electricity trait to a combat check at another location.

    Garrison Card 6:
    Snakeskin Tunic
    Loot 2
    Type: Armor
    Traits:
    Light Armor
    Magic To Acquire:

    Reveal this card to add 1 to your Dexterity check.
    Recharge this card to reduce Combat or Poison damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Garrison Card 7:
    Half-Plate
    Armor B
    Traits:
    Elite
    Heavy Armor To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Garrison Card 8:
    Siren
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Garrison Card 9:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    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.

    Garrison Card 10:
    Hrym
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Veteran To Acquire:
    Charisma
    Diplomacy 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionaly discard this card to add another 1d8 plus the scenario's adventure deck number and the Cold trait, then ignore any monster's power that happens after you act.
    On your Diplomacy check, reveal this card to treat your Diplomacy skill as d10+3.
    At the start of your turn, reveal this card to recharge the ally Rodrick from your discard pile.
    Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Salim/NathanDavis,

    Catacombs of Wrath Card 1:
    Slashing Blade
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Catacombs of Wrath Card 2:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Catacombs of Wrath Card 3:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    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.

    Catacombs of Wrath Card 4:
    Goblin Pyro
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Catacombs of Wrath Card 5:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Catacombs of Wrath Card 6:
    Tickwood Boar
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Catacombs of Wrath Card 7:
    Potion of Ruggedness
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Catacombs of Wrath Card 8:
    Rat Swarm
    Monster B
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

    Catacombs of Wrath Card 9:
    Striking Wing Scimitar
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; 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.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Catacombs of Wrath Card 10:
    Hell Hound
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

    Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Desecrated Vault Card 1:
    Giant Hermit Crab
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 9
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    Desecrated Vault Card 2:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fly
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Desecrated Vault Card 3:
    Blessing of the Gods
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None None
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Desecrated Vault Card 4:
    Life Drain
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Healing
    Elite To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 9
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it. Then shuffle a random card from your discard pile into your deck.

    Desecrated Vault Card 5:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    Desecrated Vault Card 6:
    Attic Whisperer
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

    Desecrated Vault Card 7:
    Wand of Scorching Ray
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Desecrated Vault Card 8:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Desecrated Vault Card 9:
    Bunyip
    Monster B
    Traits:
    Aquatic
    Bunyip
    Elite
    To Defeat:
    Combat 9
    Before the encounter, 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.

    Desecrated Vault Card 10:
    Zombie Horde
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.


    Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

    It is the hour of Irori. Balazar is at the Thassilonian Dungeon.

    Balazar comes to his senses feeling that his pocket are lighter than usual. He finds that his belongings aren't where they're supposed to be. I know I'm a messy Gnome but this is ridiculous!

    Balazar calls Padrig and haves him at the ready for any shenanigans.
    Displayed.

    Balazar sees a message left for him by his companions, and knows to expect a Jinkin. Balazar summons a Sneak to fight for him.
    Recharging Stone Skin.

    Balazar and his party move forward to confront the Jinkin.
    Not doing the BYA check since I don't play Attack spells.
    Revealing Charm Monster to add 2 to the combat check, and banishing the Sneak.
    Balazar casts Black Spot and Charm Monster to soften up the Fey creature.
    Black Spot is automatically recharged. Burying Charm Monster. I draw a Plague Zombie. Drawing two cards as I cast both Arcane Spells. I draw Augury and Twisted Space.
    Combat 16-4-3: 2d10 + 2 + 1d4 ⇒ (6, 8) + 2 + (3) = 19
    The Jinkin is thoroughly cowed into submission. The Jinkin and the Plague Zombie both become summons.

    I have had enough of this Dungeon. Time to bring it down.
    Balazar summons Arcane energy to bar the dungeon. He casts a spell of Eloquence to aid him.
    Drawing a Bound Lantern Archon. Location auto-closed with the Eloquence spell. Eloquence is auto-recharged.

    Balazar wrote:

    Hand: Gossamer Shrouds, Ruby of Charisma, Bound Imp, Bound Lantern Archon, Jinkin 3, Augury, Twisted Space,

    Displayed: Padrig,
    Deck: 11 Discard: 1 Buried: 1
    Notes: I can add 1d4+3 to a combat check at my location, or reduce damage by 4 at my location. You may use any of these: Twisted Space.
    Sideboard cards:

    Skills and Powers:

    Strength d4
    Dexterity d6
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d6
    Charisma d12 +3
    Arcane: Charisma +2
    Hand Size 7
    Proficient with: Light Armours
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number, or to recharge a spell from your discard pile.
    "Player Reward 1: Concordance Faction Reward
    [ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
    [ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."
    "Gameday VII Adventure Card Game Rewards: Season of Tapestry’s Tides Reward #2
    [ ] Burgeoning Captain: At the beginning of a scenario that uses the Skull & Shackles Base Set, you may cross out this reward to gain the skill Survival: Wisdom +2 on your checks attempted while you are on a ship and on your checks attempted against a ship until the end of the scenario."
    "Gameday VII Adventure Card Game Rewards: Season of Tapestry’s Tides Reward #3
    [ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result."
    Die bump [ ]


    Yoon Deck Handler

    Top card of blessings deck: Blessing of Torag.

    Yoon fell asleep peacefully, her precious Gom-Gom in her arms once more after that nasty mechanical assembly line snatched it away from her. Her dreams suffused with peace and fire, she noticed not the shadowy forms creeping about her slumber.

    She wakes alone, though not surprised or alarmed. Her oddball companions keep all sorts of hours, and none of them are particularly sociable.

    Neither are Gom-Gom and me. Gom-Gom?!

    "NOOOOOOOOOOO! the young girl screams, a fiery roar evident in her tone. Without awareness of the havoc wreaked on the rest of her gear, Yoon storms into the nearest building - some form of a fort - seeking blood and fire. Maybe in that order.

    Explore and encounter Heavy Pick +1.

    Yoon sees a heavy magical weapon that she thinks belongs to one of her fellow adventurers.

    Too heavy. Doesn't burn.

    Auto-fail. Discard Wayfinder to examine top card of the location. Examine Bound Lantern Archon. Encounter it.

    Yoon spies a celestial being of light used by the gnome for insight. She advances upon it.

    Arcane (8) Check: 1d8 ⇒ 8 SUCCESS!

    Her glowing red eyes seems to have attracted it to her side. Yoon takes out her deck of cards and examines them by the light of her newly-found companion, intent on seeking out Gom-Gom.

    Bury Harrow Deck to examine the top 3 cards of the deck. Examine #1 - Jinkin; #2 - Ghoul; #3 - Shock Longbow +1. Auto-fail Harrow Deck recharge check. Discard Sign of the Pack to explore again and encounter Jinkin.

    Yoon doesn't see Gom-Gom, but she does see a small weasel-like creature sneaking up on her. She turns, fire bright in her eyes.

    "Where is my GOM-GOM?????" she asks rhetorically as she bathes it in flames.

    Ignore BYA check as I'm not playing a spell. Bury Bound Lantern Archon for a bonus as well as blessing (1d6 bonus). Also discard the top card of my deck - Social Climber - which gives a 1d4 bonus.

    Melee (16) Check: 1d10 + 2 + 2 + 1d8 + 1d6 + 1d4 ⇒ (4) + 2 + 2 + (1) + (6) + (4) = 19 SUCCESS!

    Yoon's flames immolate the poor mischievous creature. As he finally dies, a drunken human warrior charges Yoon on unsteady feet, his crazed eyes intent on revenge for some perceived slight. Yoon turns her flames on the doomed warrior.

    Encounter Bandit henchman. Recharge Quarterstaff of Vaulting BYA. Discard spell for bonus.

    Melee (8+2) Check: 1d10 + 2 + 2 + 1d8 + 1d6 ⇒ (9) + 2 + 2 + (8) + (3) = 24 SUCCESS!

    The inebriated warrior goes up like a bale of hay, screeching horrifically as his substance is burned nearly to ash. Yoon's flames scorch into the walls and supports of the fortress, and as she steps out of the inferno, the garrison building collapses behind her!

    Location closed. Do that Yoon thing to heal after the resetting of the hand. Bury the Social Climber.

    Yoon turns her flames onto herself, cauterising old wounds and rejuvenating her vigour as the decrepit fortress collapses into a burning heap of rubble behind her. She then goes through her pockets to find odd things that don't belong to her along with a few of her belongings.

    End turn!

    Yoon wrote:

    Hand: Blessing of Nivi Rhombodazzle, Cleric of Nethys, Magic Half-Plate, Blessing of Erastil, Blessing of the Archdevils, Blessing of Abadar,

    Displayed:
    Deck: 8 Discard: 0 Buried: 3
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d4 [ ] +1
    Charisma d8 [ ] +1 [ ] +2 [ ] +3
    Arcane: Charisma +0
    Favored Card: Spell
    Hand Size 5 [X] 6
    Proficient with: Light Armors
    Powers:
    For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
    You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([X] or a spell), add another 1d4.
    When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


    During This Adventure: Adventure Deck Number: 3
    Basic cards (except for Blessings) have been removed.

    During This Scenario:

    Special card pool rules:
    Before setting up, record the contents of each character’s deck.

    Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.

    When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.

    At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.


    Additional Rules: Villains: None

    Henchman:
    Jinkin
    Spoiler:
    Henchman 3
    Type: Monster

    Traits: Fly

    To Defeat: Combat 16

    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

    To win the scenario, close all of the locations.
    Turn: 5, Salim/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Sneak
    Monster C
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Spoiler:
    Ogrekin
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.

    Spoiler:
    Tickwood Boar
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Spoiler:
    Bugbear
    Monster C
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Spoiler:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    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.

    Barriers
    Spoiler:
    Battered Chest
    Barrier B
    Traits:
    Cache
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 10
    OR Strength
    Melee 8
    If defeated, add 1d4 random items from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Collapsed Ceiling
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Spoiler:
    Falling Bell
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    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.

    Spoiler:
    Ambush
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Dexterity
    Acrobatics 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Spoiler:
    Door Spike
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

    Weapons
    Spoiler:
    Heavy Crossbow
    Weapon B
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Spoiler:
    Heavy Crossbow
    Weapon B
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Spoiler:
    War Razor +1
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    Spoiler:
    Throwing Axe
    Weapon B
    Traits:
    Axe
    Elite
    Ranged
    Slashing To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Frost Longbow +1
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. 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+1 with the Cold trait to a combat check at another location.

    Spells
    Spoiler:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spoiler:
    Holy Light
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic To Acquire:
    Wisdom
    Divine 8
    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.

    Spoiler:
    Toxic Cloud
    Spell 2
    Traits:
    Arcane
    Attack
    Magic
    Poison To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spoiler:
    Mirror Image
    Spell B
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    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.

    Spoiler:
    Augury
    Spell B
    Traits:
    Arcane
    Divine
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Magic Full Plate
    Armor 3
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    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.

    Spoiler:
    Half-Plate
    Armor B
    Traits:
    Elite
    Heavy Armor To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Elven Chain Shirt
    Armor 1
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Chain Mail
    Armor C
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 3
    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.

    Spoiler:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Wand of Shield
    Item 1
    Traits:
    Arcane
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Spoiler:
    Potion of Healing
    Item B
    Traits:
    Alchemical
    Healing
    Liquid To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Spoiler:
    Potion of Ghostly Form
    Item B
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

    Spoiler:
    Potion of Energy Resistance
    Item B
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Spoiler:
    Potion of Energy Resistance
    Item B
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Allies
    Spoiler:
    Vale Temros
    Ally 3
    Traits:
    Human
    Ranger To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait.
    Discard this card to explore your location.

    Spoiler:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to add 1d6 to a combat check.
    Discard this card to explore your location.

    Spoiler:
    Brodert Quink
    Ally 2
    Traits:
    Human
    Sage To Acquire:
    Charisma
    Diplomacy
    Intelligence
    Knowledge 7
    Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
    Discard this card to explore your location.

    Spoiler:
    Black Arrow Ranger
    Ally 3
    Traits:
    Human
    Ranger To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

    Spoiler:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Iomedae
    Blessing C
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    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.

    Spoiler:
    Blessing of Irori
    Blessing C
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    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.

    Top of Blessing Discard Pile:

    Blessing of the Gods:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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: 25

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1
    Spoiler:
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 2
    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 3
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 4
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 5
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 6
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 7
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 8
    Spoiler:
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Blessings Deck Card 9
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 10
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 11
    Spoiler:
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 12
    Spoiler:
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 13
    Spoiler:
    Blessing of Irori
    Blessing B
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Blessings Deck Card 14
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 15
    Spoiler:
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 16
    Spoiler:
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 17
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 18
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 19
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 20
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 21
    Spoiler:
    Blessing of Sarenrae
    Blessing C
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 22
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 23
    Spoiler:
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 24
    Spoiler:
    Blessing of Pharasma
    Blessing C
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 25
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:

    Fort Rannick Card 1:
    The Melted Blade
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Veteran To Acquire:
    None None
    For your combat check, reveal this card to use your Strength or Melee Skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If you have a role card or if you are the owner of this card (YES), you may additionally add the scenario's adventure deck number and the Magic trait, and you may additionally bury another card to add another 2d4. If the bane has the Undead trait, if any d4 rolled on this check is a 4, count it as 5.

    Fort Rannick Card 2:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    Fort Rannick Card 3:
    Patrician's Armor
    Armor B
    Traits:
    Light Armor To Acquire:
    None None
    If proficient with light armors, reveal this card to add 1 to you Dexterity or Diplomacy non-combat check.
    Recharge this card to reduce Combat or Poison damage dealt to you by 1.
    Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.

    Fort Rannick Card 4:
    Shadow
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Fort Rannick Card 5:
    Menacing Backsword +1
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic To Acquire:
    Strength
    Melee
    Diplomacy 9
    For your diplomacy check to acquire an ally or your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6, or another 2d4 if another character is at your location.

    Fort Rannick Card 6:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Fort Rannick Card 7:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fey
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fort Rannick Card 8:
    Jawbreaker Shield
    Armor 2
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 7
    OR Melee 9
    If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
    If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4, d6, or d8; take the new result. If the check is against a bane that has the Aberration, Animal, or Dragon trait, you may reveal it instead. You may play another armor on this check.

    Fort Rannick Card 9:
    Cryptic Message
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

    Fort Rannick Card 10:
    Dandy Brute
    Ally 1
    Traits:
    Half-Orc
    Aristocrat
    Vigilante To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6 and the finesse trait to your combat or Diplomacy check.
    Discard this card to explore your location. During this exploraton add 1d6 to your checks against allies you encounter.
    Thassilonian Dungeon
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon,

    Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Treacherous Cave Card 1:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fey
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Treacherous Cave Card 2:
    Venomous Dagger +2
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

    Treacherous Cave Card 3:
    Scythe +1
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Treacherous Cave Card 4:
    Magic Shield
    Armor B
    Traits:
    Elite
    Magic
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Treacherous Cave Card 5:
    Shadow
    Monster C
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Treacherous Cave Card 6:
    Belt of Teeth
    Item 3
    Traits:
    Accessory
    Magic To Acquire:
    Constitution
    Fortitude 7
    On your turn, put this card on top of your deck to add 1d4 and the Piercing trait to a combat check by a character at your location.

    Treacherous Cave Card 7:
    Pit Trap
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Treacherous Cave Card 8:
    Lockpick Shield
    Armor 1
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your Disable check or your check against a card that has the Lock trait, recharge this card to roll 2d10+2.
    Reveal this card to reduce Combat damage dealt to you by 2.
    If proficient with light armors, you may play another armor.

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

    Treacherous Cave Card 9:
    Medusa Mask
    Loot 2
    Type: Item
    Traits:
    Accessory
    Magic To Acquire:

    When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.

    Treacherous Cave Card 10:
    Zombie Giant
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.

    Shimmerglens
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Urgraz/Yewstance,

    Garrison
    Closed
    At This Location:
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/dinketry, Shock Longbow +1, Snakeskin Tunic, Half-Plate, Hrym

    Garrison Card 1:
    Snakeskin Tunic
    Loot 2
    Type: Armor
    Traits:
    Light Armor
    Magic To Acquire:

    Reveal this card to add 1 to your Dexterity check.
    Recharge this card to reduce Combat or Poison damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


    Garrison Card 2:
    Half-Plate
    Armor B
    Traits:
    Elite
    Heavy Armor To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Garrison Card 3:
    Shock Longbow +1
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. 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 with the Electricity trait to a combat check at another location.

    Garrison Card 4:
    Hrym
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Veteran To Acquire:
    Charisma
    Diplomacy 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionaly discard this card to add another 1d8 plus the scenario's adventure deck number and the Cold trait, then ignore any monster's power that happens after you act.
    On your Diplomacy check, reveal this card to treat your Diplomacy skill as d10+3.
    At the start of your turn, reveal this card to recharge the ally Rodrick from your discard pile.

    Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Salim/NathanDavis,

    Catacombs of Wrath Card 1:
    Slashing Blade
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Catacombs of Wrath Card 2:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fey
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Catacombs of Wrath Card 3:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    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.

    Catacombs of Wrath Card 4:
    Goblin Pyro
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Catacombs of Wrath Card 5:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Catacombs of Wrath Card 6:
    Tickwood Boar
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Catacombs of Wrath Card 7:
    Potion of Ruggedness
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Catacombs of Wrath Card 8:
    Rat Swarm
    Monster B
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

    Catacombs of Wrath Card 9:
    Striking Wing Scimitar
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; 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.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Catacombs of Wrath Card 10:
    Hell Hound
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

    Desecrated Vault
    At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
    When Closing: Succeed at a Wisdom or Divine 6 check.
    When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
    M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here:

    Desecrated Vault Card 1:
    Giant Hermit Crab
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 9
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    Desecrated Vault Card 2:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fey
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Desecrated Vault Card 3:
    Blessing of the Gods
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    None None
    When you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Desecrated Vault Card 4:
    Life Drain
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Healing
    Elite To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 9
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it. Then shuffle a random card from your discard pile into your deck.

    Desecrated Vault Card 5:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    Desecrated Vault Card 6:
    Attic Whisperer
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

    Desecrated Vault Card 7:
    Wand of Scorching Ray
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Desecrated Vault Card 8:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Desecrated Vault Card 9:
    Bunyip
    Monster B
    Traits:
    Aquatic
    Bunyip
    Elite
    To Defeat:
    Combat 9
    Before the encounter, 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.

    Desecrated Vault Card 10:
    Zombie Horde
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.


    Deck Handler // Searching for: Armor 6

    Top card of blessings deck: BotG

    Salim follows a trail of spilled rations and odds in ends to the Desecrated Vault. Losing half his kit is one thing, but having to listen to the thrice-cursed Evangelist, that's attached herself to him, drone on about the Pharasma is a certain kind of hell.

    Part of the vault seems to be filled with water. Salim sees one of his favorite shirts floating between two rough stone coffins. He's about to reach for it when a giant claw belonging to a Giant Hermit Crab almost closes around Salim's arm. He quickly pulls his hand back and grabs a hold of his revealed Disrupting Rapier +1. Another claw lunges at the revealed Evangelist.

    Combat 9: 1d8 + 4 + 2d4 + 1 + 1 ⇒ (5) + 4 + (3, 2) + 1 + 1 = 16

    Combat 9: 1d8 + 4 + 2d4 + 1 + 1 ⇒ (5) + 4 + (2, 4) + 1 + 1 = 17

    Sadly she escapes as Salim pokes and jabs into the beast's shell until it gives up and crawls away.

    Discard BotG to Explore

    In the chaos, Salim lost sight of his shirt. Cursing, he begins to trudge through the freezing water.

    "Is that your shirt?" the Evangelist asks pointing. Sure enough, perched on a deformed and forgotten statue a Jinkin sits wearing the drenched shirt.

    "Gods damned fey freaks!" Salim shouts as he lunges with his discarded Disrupting Rapier +1. The revealed Evangelist helps to keep the thing from escaping.

    Discard Yoon's BoErastil to feel more like myself

    Combat 16: 1d8 + 4 + 2d4 + 1 + 1 + 2d8 ⇒ (1) + 4 + (4, 3) + 1 + 1 + (8, 2) = 24

    Monster Defeat: Shuffle in BotG

    After a lot chasing and swiping and embarrassing fumbling, the creature surrenders, and at long last, Salim gets his shirt back.

    Salim grabs a few key items, making sure they don't get lost. Recharging Quick-Change Mask and Captain's Cutlass, Revealing Evangelist

    Close Divine, Now Diplomacy 6: 1d8 + 3 + 1d6 + 1 ⇒ (4) + 3 + (1) + 1 = 9

    Closed!

    Salim wrote:

    Hand: Greataxe, Ameiko Kajitsu, Evangelist, Disrupting Rapier + 1, Cure, Blessing of Gorum,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Blessing and Cure available
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X] +2 [ ] +3 [ ] +4
    (Finesse) Melee: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d6 [ ] +1
    Knowledge: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Divine: Wisdom +0
    Charisma d8 [X] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +2

    Die Bumps: 2
    Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [X] Acquire an ally that lists Diplomacy in its check to acquire.
    [ ] Close a location on the first turn of a scenario.
    Favored Card: Weapon
    Hand Size 5 [X] 6
    Proficient with: Weapons Light Armors
    Powers:
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
    [X] Add 1d4 ([X] 1d8) to your non-combat check against a bane.

    Salim comes across Ameiko carrying a battle axe in the tunnels. "You'd better come with me," he sighs.


    Ezren's Hand || Ezren's Deck

    The hour is Norgorber, but only for a moment as Urgraz steals the hour and it is once again basic.

    Ezren heads to the Catacombs. He plays Spyglass to see: Slashing Blade, Jinkin. Switch them. He plots a plan around the Slashing Blade.

    Ending my turn.

    Ezren wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d4
    INTELLIGENCE d12+3
    -ARCANE: INTELLIGENCE +2
    -KNOWLEDGE: INTELLIGENCE +2
    WISDOM d8
    CHARISMA d6

    Powers
    HAND SIZE 7
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☑2) to your check to recharge a card.

    Hand: Fan of Flames, Major Cure, Mistform, Twisted Space, Warding, Candle of Comity, Snick
    Deck: 5 Discard: 6 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 1/2

    Summary: Move to Catacombs. Cards 1 and 2 are known and switched.


    During This Adventure: Adventure Deck Number: 3
    Basic cards (except for Blessings) have been removed.

    During This Scenario:

    Special card pool rules:
    Before setting up, record the contents of each character’s deck.

    Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.

    When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.

    At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.


    Additional Rules: Villains: None

    Henchman:
    Jinkin
    Spoiler:
    Henchman 3
    Type: Monster

    Traits: Fly

    To Defeat: Combat 16

    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

    To win the scenario, close all of the locations.
    Turn: 7, Urgraz

    Random Cards:

    Monsters
    Spoiler:
    Plague Zombie
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

    Spoiler:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Spoiler:
    Ogre
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

    Spoiler:
    Goblin Pyro
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Spoiler:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    Barriers
    Spoiler:
    Collapsed Ceiling
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Spoiler:
    Collapsed Ceiling
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Spoiler:
    Door Spike
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

    Spoiler:
    Large Chest
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    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.

    Spoiler:
    Zombie Horde
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

    Weapons
    Spoiler:
    Warhammer +1
    Weapon B
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Sickle +1
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 10
    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.

    Spoiler:
    War Razor +1
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    Spoiler:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

    Spoiler:
    Bastard Sword +1
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Swipe
    Spell 3
    Traits:
    Arcane
    Attack
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
    Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Holy Light
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic To Acquire:
    Wisdom
    Divine 8
    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.

    Spoiler:
    Twisted Space
    Spell 2
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 8
    Discard this card to allow a character to evade a monster he encounters; another character at that character's location may encounter the monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spoiler:
    Acid Arrow
    Spell C
    Traits:
    Acid
    Arcane
    Attack
    Elite
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Glibness
    Spell B
    Traits:
    Arcane
    Divine
    Elite
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

    Armors
    Spoiler:
    Magic Leather Armor
    Armor B
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Full Plate
    Armor 3
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    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.

    Spoiler:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Leather Armor
    Armor C
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Full Plate
    Armor 3
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    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.

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

    Spoiler:
    Spyglass
    Item B
    Traits:
    Object To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Spoiler:
    Potion of Gracefulness
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at an Acrobatics check.

    Spoiler:
    Potion of Energy Resistance
    Item B
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Spoiler:
    Shackles of Compliance
    Item 1
    Traits:
    Object
    Magic To Acquire:
    Intelligence
    Craft 7
    None Dexterity
    Disable 5
    When you defeat a monster on your turn and banish it, discard to examine the top card of your location deck; if it is a non-villain, non-henchman monster, you may encounter it.
    After playing this card, you may succeed at a Charisma or Diplomacy check with a difficulty of 6 plus the defeated monster's adventure deck number to recharge this card instead of discarding it.

    Allies
    Spoiler:
    Ameiko Kaijitsu
    Ally 1
    Traits:
    Bard
    Human
    Rogue To Acquire:
    Charisma
    Diplomacy 7
    Banish this card to add 1d6 to your check.
    Banish this card to return a card from your discard pile to your hand.

    Spoiler:
    Mindblade
    Ally 2
    Traits:
    Dwarf
    Magus To Acquire:
    Charisma
    Diplomacy 9
    For your combat check, discard this card to use your Melee or Perception skill + 1d12. If you would fail the check, reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, if you would fail a combat check, reroll the dice; take the new result.

    Spoiler:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma
    Diplomacy 8
    Discard this card to add 1d6 to a combat check.
    Discard this card to explore your location.

    Spoiler:
    Acolyte
    Ally B
    Traits:
    Elite
    Human To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Spoiler:
    Court Knight
    Ally 1
    Traits: To Acquire:
    Charisma
    Diplomacy 9
    OR Divine 6
    Recharge this card to add 1d8 to your Charisma, Craft, or Diplomacy non-combat check.
    Discard this card to explore your location. During this exploration, reduce all damage dealt to you by 2.

    Blessings
    Spoiler:
    Blessing of the Gods
    Blessing C
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Spoiler:
    Blessing of Calistria
    Blessing C
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Spoiler:
    Blessing of Nivi Rhombodazzle
    Blessing 3
    Traits:
    Divine
    Nivi Rhombodazzle To Acquire:
    Dexterity
    Stealth
    Divine 7
    Discard this card to add 1 die to any check.
    Discard this card to add 2d6 to your check. If any d6 rolled on this check is a 6, count it as 7.
    Discard this card to explore your location. During this exploration, if you have the Gnome trait, add 1d4 to your checks.
    After you play this card, if there are less than 5 cards in your deck, recharge this card instead of discarding it.

    Top of Blessing Discard Pile:

    Blessing of Pharasma:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Remaining: 23

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 2
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 3
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 4
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 5
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 6
    Spoiler:
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Blessings Deck Card 7
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 8
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 9
    Spoiler:
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 10
    Spoiler:
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 11
    Spoiler:
    Blessing of Irori
    Blessing B
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Blessings Deck Card 12
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 13
    Spoiler:
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 14
    Spoiler:
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 15
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 16
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 17
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 18
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 19
    Spoiler:
    Blessing of Sarenrae
    Blessing C
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 20
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 21
    Spoiler:
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 22
    Spoiler:
    Blessing of Pharasma
    Blessing C
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 23
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:

    Fort Rannick Card 1:
    The Melted Blade
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Veteran To Acquire:
    None None
    For your combat check, reveal this card to use your Strength or Melee Skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If you have a role card or if you are the owner of this card (YES), you may additionally add the scenario's adventure deck number and the Magic trait, and you may additionally bury another card to add another 2d4. If the bane has the Undead trait, if any d4 rolled on this check is a 4, count it as 5.

    Fort Rannick Card 2:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    Fort Rannick Card 3:
    Patrician's Armor
    Armor B
    Traits:
    Light Armor To Acquire:
    None None
    If proficient with light armors, reveal this card to add 1 to you Dexterity or Diplomacy non-combat check.
    Recharge this card to reduce Combat or Poison damage dealt to you by 1.
    Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.

    Fort Rannick Card 4:
    Shadow
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Fort Rannick Card 5:
    Menacing Backsword +1
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic To Acquire:
    Strength
    Melee
    Diplomacy 9
    For your diplomacy check to acquire an ally or your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6, or another 2d4 if another character is at your location.

    Fort Rannick Card 6:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Fort Rannick Card 7:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fey
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fort Rannick Card 8:
    Jawbreaker Shield
    Armor 2
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 7
    OR Melee 9
    If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
    If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4, d6, or d8; take the new result. If the check is against a bane that has the Aberration, Animal, or Dragon trait, you may reveal it instead. You may play another armor on this check.

    Fort Rannick Card 9:
    Cryptic Message
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

    Fort Rannick Card 10:
    Dandy Brute
    Ally 1
    Traits:
    Half-Orc
    Aristocrat
    Vigilante To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6 and the finesse trait to your combat or Diplomacy check.
    Discard this card to explore your location. During this exploraton add 1d6 to your checks against allies you encounter.

    Thassilonian Dungeon
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz,

    Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Treacherous Cave Card 1:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fey
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Treacherous Cave Card 2:
    Venomous Dagger +2
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

    Treacherous Cave Card 3:
    Scythe +1
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Treacherous Cave Card 4:
    Magic Shield
    Armor B
    Traits:
    Elite
    Magic
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Treacherous Cave Card 5:
    Shadow
    Monster C
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Treacherous Cave Card 6:
    Belt of Teeth
    Item 3
    Traits:
    Accessory
    Magic To Acquire:
    Constitution
    Fortitude 7
    On your turn, put this card on top of your deck to add 1d4 and the Piercing trait to a combat check by a character at your location.

    Treacherous Cave Card 7:
    Pit Trap
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Treacherous Cave Card 8:
    Lockpick Shield
    Armor 1
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your Disable check or your check against a card that has the Lock trait, recharge this card to roll 2d10+2.
    Reveal this card to reduce Combat damage dealt to you by 2.
    If proficient with light armors, you may play another armor.

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

    Treacherous Cave Card 9:
    Medusa Mask
    Loot 2
    Type: Item
    Traits:
    Accessory
    Magic To Acquire:

    When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.

    Treacherous Cave Card 10:
    Zombie Giant
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.
    Shimmerglens
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Urgraz/Yewstance,

    Garrison
    Closed
    At This Location:
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/dinketry, Shock Longbow +1, Snakeskin Tunic, Half-Plate, Hrym

    Garrison Card 1:
    Snakeskin Tunic
    Loot 2
    Type: Armor
    Traits:
    Light Armor
    Magic To Acquire:

    Reveal this card to add 1 to your Dexterity check.
    Recharge this card to reduce Combat or Poison damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Garrison Card 2:
    Half-Plate
    Armor B
    Traits:
    Elite
    Heavy Armor To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Garrison Card 3:
    Shock Longbow +1
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. 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 with the Electricity trait to a combat check at another location.

    Garrison Card 4:
    Hrym
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Veteran To Acquire:
    Charisma
    Diplomacy 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionaly discard this card to add another 1d8 plus the scenario's adventure deck number and the Cold trait, then ignore any monster's power that happens after you act.
    On your Diplomacy check, reveal this card to treat your Diplomacy skill as d10+3.
    At the start of your turn, reveal this card to recharge the ally Rodrick from your discard pile.

    Catacombs of Wrath
    At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
    When Closing: Summon and defeat a Wrathful Sinspawn henchman.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/Hawkmoon,

    Catacombs of Wrath Card 1 (Jinkin):
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fey
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Catacombs of Wrath Card 2 (Slashing Blade):
    Slashing Blade
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Catacombs of Wrath Card 3:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    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.

    Catacombs of Wrath Card 4:
    Goblin Pyro
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Catacombs of Wrath Card 5:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Catacombs of Wrath Card 6:
    Tickwood Boar
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

    Catacombs of Wrath Card 7:
    Potion of Ruggedness
    Item 1
    Traits:
    Alchemical
    Elite
    Liquid To Acquire:
    Intelligence
    Craft 6
    Banish this card and choose a character at your location to succeed at a Survival check.

    Catacombs of Wrath Card 8:
    Rat Swarm
    Monster B
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

    Catacombs of Wrath Card 9:
    Striking Wing Scimitar
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; 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.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Catacombs of Wrath Card 10:
    Hell Hound
    Monster B
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 10
    Add 1 die to checks to defeat the Hell Hound with the Cold trait.
    After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

    Desecrated Vault
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim/NathanDavis,


    Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

    Thanks Ezren!
    Off Turn: Urgraz sets aside The Asmodean Disciplines (Redeemed) and banishes Blessing of the Spellbound to add Blessing of Norgorber to his discard pile from the Blessings discard pile. Urgraz attempts to reveal it instead of recharging it.

    Wisdom 11: 1d8 + 1d6 ⇒ (2) + (4) = 6 -> The Asmodean Disciplines is recharged.

    Urgraz finds a small shrine to Norgorber - a callous, greedy god - in the underground tunnels. Whilst dismissive of the traditional pantheon, Urgraz nevertheless draws upon its strength with a dark ritual, hungry for the power it offers. Norgorber, of all Gods, should not object to being stolen from.

    ========

    Ugraz starts his turn.
    Blessing of Pharasma is discarded from the Blessings Deck.
    Urgraz attempts to recharge Divine Fortune.

    Divine 13: 1d8 + 1 + 1d6 ⇒ (3) + 1 + (4) = 8 -> Divine Fortune discarded.

    I've got the strongest Strength, so back to my original plan.
    Urgraz moves to Fort Rannick and takes his free exploration.

    Fort Rannick Card 1: The Melted Blade

    The Melted Blade:
    Weapon B
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Veteran To Acquire:
    None None
    For your combat check, reveal this card to use your Strength or Melee Skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If you have a role card or if you are the owner of this card (YES), you may additionally add the scenario's adventure deck number and the Magic trait, and you may additionally bury another card to add another 2d4. If the bane has the Undead trait, if any d4 rolled on this check is a 4, count it as 5.
    It says the check to acquire is "None", but I'm pretty certain that it's actually STRENGTH/MELEE 7, based on my own copy. Either way, Urgraz auto-acquires it with his Melee: 1d8+6.
    The Melted Blade acquired.

    Finding no more Jinkin to kill, Urgraz heads further upward in the caverns, finding that some of the passages lead to a decrepit storehouse of an old fort that likely extends above ground. Urgraz looks around, noticing that the dust has been disturbed, and - of all things - finds Salim's treasured blade. Jinkin were definitely here recently...

    Urgraz picks up the Melted Blade, testing its weight and giving it a few swings. He gives a wry smile of respect - it's a fine weapon, fine craftsmanship. Too fine.

    Urgraz dearly would wish to snap or deface the blade in any number of ways, to return it to the inquisitor in bent, charred pieces; turning likely the only treasured tool of his into unusable scrap. He might even get away with it; proclaiming the Jinkin's talent for sabotage knew no end. But it's too early. No, he must yet build far more trust, reliance and camaraderie with the adventurers. He must build it further, higher and infest the very foundations of their adventuring lives with the poisonous 'trust' they allow themselves to feel. Only then can Urgraz pull off the greatest of any act he's ever pulled.

    Urgraz discards Mindblade to explore his location.
    Fort Rannick Card 2: Yeth Hound

    Yeth Hound:
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
    BYA Wisdom 6: 1d8 ⇒ 6 -> Passed, no effect.
    Urgraz reveals Impaler of Thorns for combat.
    Combat 9: 1d8 + 5 + 1d8 + 2 ⇒ (2) + 5 + (3) + 2 = 12 -> Yeth Hound defeated.

    Some dwarf rushes in from an adjacent room - how many looters are in this place? - and calls some magical weapons to hand at the sight of the Duergar. Urgraz readies his weapons but is suddenly subject to a mental assault. He growls and stabs blindly with his spear as illusions deceive his senses, making him see vile, twisted animals and barely-formed masses, striking out with his weapon and magic as he tries to throw off the spells.

    All of the illusions fade in an instant, as his well-trained attacks, guided by his dark, demonic patron, end the life of the dwarven Mindblade as she tries to maintain the mental attack; spearing her through the throat.

    Urgraz discards Blessing of Belial to explore his location, additionally using his power and recharging Allying Dart +1 to ignore the Corrupted trait on it, though it doesn't make a difference here.
    Fort Rannick Card 3: Patrician's Armor

    Patrician's Armor:
    Armor B
    Traits:
    Light Armor To Acquire:
    None None
    If proficient with light armors, reveal this card to add 1 to you Dexterity or Diplomacy non-combat check.
    Recharge this card to reduce Combat or Poison damage dealt to you by 1.
    Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
    Once again, pretty certain it's not "NONE" to acquire. I believe it's CONSTITUTION/FORTITUDE 5.
    Fortitude 5: 1d10 + 2 ⇒ (2) + 2 = 4 -> Patrician's Armor banished.

    Urgraz laughs as the Mindblade falls dead; observing her curious, magical garb. It could be refitted to him, possibly; after all, the builds of Dwarf and Duergar are not dissimilar. But not worth the effort or time, the magical enchantment doesn't seem all that powerful.

    Urgraz ends his turn and resets his hand.

    Urgraz scavenges some more practical arms and armaments from an old armory he travels through. Quite a few are still usable, suggesting that this fort was in active use until recently; or that there were magical protections on them keeping them from wear.

    Urgraz wrote:

    Hand: Impaler of Thorns, Magic Shield, Vicious Trident +1, The Melted Blade, Magic Leather Armor, Blessing of Mazmezz,

    Displayed:
    Deck: 6 Discard: 8 Buried: 1
    Notes: Ugh, what an awful hand. 3 weapons, 2 awful armor. My Blessing of Mazmezz is free to use... if sufficiently important, you can even discard it to add 3 dice to a check against a monster; I can tank the discards as the side-effect, since I'm only holding onto junk.

    In the unlikely situation that the game looks like it will end before my next turn, I am formally requesting that we do not finish the scenario until Urgraz gets one more turn, so that I'm able to redraw and banish The Asmodean Disciplines to redeem my Ring of the Hellion.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 5 [X] 6
    Proficient with: All
    Powers:
    You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([X]+1) to your check.
    When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
    You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2


    Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

    It is the hour of the Gods. Balazar moves to the Catacombs of Wrath, joining Ezren.

    Ezren has warned me that there are more of the Jinkin here. I must ready my party.

    Displaying Bound Imp to draw two cards. I draw Staff of Minor Healing and Blessing of Abadar. Healing Ezren one card.

    Ezren readies Padrig for their assault on the Jinkin.
    Revealing Jinkin to add 3 and melee to the combat check. Not doing the Arcane check since I don't play Attack Spells. Using Urgraz's Blessing of Mazmezz to add 2 dice.
    Combat 16: 2d10 + 3 + 2d10 ⇒ (6, 3) + 3 + (6, 10) = 28
    The Jinkin is defeated and becomes a summon.

    Encountering Wrathful Sinspawn for the closing check.
    BYA Wisdom 6: 1d6 ⇒ 5
    Revealing and banishing Jinkin.
    Combat 9+1: 2d10 + 3 + 1d4 + 3 ⇒ (5, 7) + 3 + (1) + 3 = 19
    Balazar defeats the Aberration, and closes the Catacombs of Wrath.
    [ooc]

    Bound Imp Recharge 8: 1d12 + 5 ⇒ (10) + 5 = 15

    Balazar wrote:

    Hand: Gossamer Shrouds, Ruby of Charisma, Blessing of Abadar, Bound Lantern Archon, Jinkin 3, Augury, Twisted Space,

    Displayed: Padrig,
    Deck: 11 Discard: 1 Buried: 1
    Notes: I can add 1d4+3 to a combat check at my location, or reduce damage by 4 at my location. You may use any of these: Twisted Space, Blessing of Abadar.
    Sideboard cards:

    Skills and Powers:

    Strength d4
    Dexterity d6
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d6
    Charisma d12 +3
    Arcane: Charisma +2
    Hand Size 7
    Proficient with: Light Armours
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number, or to recharge a spell from your discard pile.
    "Player Reward 1: Concordance Faction Reward
    [ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
    [ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."
    "Gameday VII Adventure Card Game Rewards: Season of Tapestry’s Tides Reward #2
    [ ] Burgeoning Captain: At the beginning of a scenario that uses the Skull & Shackles Base Set, you may cross out this reward to gain the skill Survival: Wisdom +2 on your checks attempted while you are on a ship and on your checks attempted against a ship until the end of the scenario."
    "Gameday VII Adventure Card Game Rewards: Season of Tapestry’s Tides Reward #3
    [ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result."
    Die bump [ ]


    During This Adventure: Adventure Deck Number: 3
    Basic cards (except for Blessings) have been removed.

    During This Scenario:

    Special card pool rules:
    Before setting up, record the contents of each character’s deck.

    Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.

    When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.

    At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.


    Additional Rules: Villains: None

    Henchman:
    Jinkin
    Spoiler:
    Henchman 3
    Type: Monster

    Traits: Fly

    To Defeat: Combat 16

    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

    To win the scenario, close all of the locations.
    Turn: 9, Yoon/dinketry

    Random Cards:

    Monsters
    Spoiler:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    Spoiler:
    Grazuul
    Monster 3
    Traits:
    Aquatic
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 16
    Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

    Spoiler:
    Enchanter
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, the Enchanter deals 1 Force damage to you.
    After the encounter, the Enchanter deals 1 Fire damage to you.

    Spoiler:
    Bunyip
    Monster B
    Traits:
    Aquatic
    Bunyip
    Elite
    To Defeat:
    Combat 9
    Before the encounter, 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.

    Spoiler:
    Bugbear
    Monster C
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Barriers
    Spoiler:
    Door Spike
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

    Spoiler:
    Falling Bell
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    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.

    Spoiler:
    Mystic Inscription
    Barrier B
    Traits:
    Cache
    Elite
    Magic
    To Defeat:
    Intelligence
    Arcane 10
    If defeated, add 1d4 random spells from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Locked Passage
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Spoiler:
    Zombie Horde
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

    Weapons
    Spoiler:
    Battleaxe
    Weapon B
    Traits:
    Axe
    Elite
    Melee
    Slashing To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Short Sword +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Glaive
    Weapon C
    Traits:
    2-Handed
    Elite
    Melee
    Polearm
    Slashing To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Spoiler:
    Light Crossbow +1
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
    If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.

    Spoiler:
    Throwing Axe
    Weapon B
    Traits:
    Axe
    Elite
    Ranged
    Slashing To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Frost Ray
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic To Acquire:
    Intelligence
    Arcane 6
    For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
    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.

    Spoiler:
    Detect Evil
    Spell B
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.

    Spoiler:
    Consecration
    Spell 2
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 8
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

    Spoiler:
    Charm Person
    Spell 1
    Traits:
    Magic
    Arcane
    Mental To Acquire:
    Intelligence Arcane 4
    Bury this card to draw 1 random Human ally from the box and add it to your hand.
    If you do not have the Arcane skill, banish this card.

    Spoiler:
    Web
    Spell 2
    Traits:
    Arcane
    Attack
    Elite
    Magic To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location 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.

    Armors
    Spoiler:
    Magic Full Plate
    Armor 3
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    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.

    Spoiler:
    Magic Full Plate
    Armor 3
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    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.

    Spoiler:
    Magic Leather Armor
    Armor B
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Elven Chain Shirt
    Armor 1
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Potion of Ghostly Form
    Item B
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

    Spoiler:
    Ring of Protection
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

    Spoiler:
    Amulet of Fortitude
    Item B
    Traits:
    Accessory
    Elite
    Magic To Acquire:
    Constitution
    Fortitude 5
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.

    Spoiler:
    Wand of Force Missile
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Spoiler:
    Cape of Escape
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

    Allies
    Spoiler:
    Snake
    Ally C
    Traits:
    Animal
    Elite To Acquire:
    Wisdom
    Survival 6
    Recharge this card to add 1d10 to your Stealth check.
    Discard this card to add 1d4 to your Melee combat check.

    Spoiler:
    Acolyte
    Ally B
    Traits:
    Elite
    Human To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Spoiler:
    Father Zantus
    Ally B
    Traits:
    Cleric
    Divine
    Human To Acquire:
    Wisdom
    Divine 6
    OR Charisma
    Diplomacy 7
    Recharge this card to add 1d4 to your Divine check.
    Bury this card to recharge 1d4+1 random cards from your discard pile.

    Spoiler:
    Cat
    Ally 3
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 8
    Reveal this card to add 2 to your check to recharge a spell.
    Discard this card to explore your location.

    Spoiler:
    Grizzled Mercenary
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

    Blessings
    Spoiler:
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Spoiler:
    Blessing of Irori
    Blessing C
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    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.

    Spoiler:
    Blessing of Iomedae
    Blessing C
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    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.

    Spoiler:
    Blessing of Erastil
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Desna
    Blessing B
    Traits:
    Desna
    Divine To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Top of Blessing Discard Pile:

    Blessing of the Gods:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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: 21

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 2
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 3
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 4
    Spoiler:
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Blessings Deck Card 5
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 6
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 7
    Spoiler:
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 8
    Spoiler:
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 9
    Spoiler:
    Blessing of Irori
    Blessing B
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Blessings Deck Card 10
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 11
    Spoiler:
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 12
    Spoiler:
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 13
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 14
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 15
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 16
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 17
    Spoiler:
    Blessing of Sarenrae
    Blessing C
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 18
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 19
    Spoiler:
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 20
    Spoiler:
    Blessing of Pharasma
    Blessing C
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 21
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Urgraz/Yewstance,

    Fort Rannick Card 1:
    Shadow
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Fort Rannick Card 2:
    Menacing Backsword +1
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic To Acquire:
    Strength
    Melee
    Diplomacy 9
    For your diplomacy check to acquire an ally or your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6, or another 2d4 if another character is at your location.

    Fort Rannick Card 3:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Fort Rannick Card 4:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fey
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fort Rannick Card 5:
    Jawbreaker Shield
    Armor 2
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 7
    OR Melee 9
    If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
    If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4, d6, or d8; take the new result. If the check is against a bane that has the Aberration, Animal, or Dragon trait, you may reveal it instead. You may play another armor on this check.

    Fort Rannick Card 6:
    Cryptic Message
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

    Fort Rannick Card 7:
    Dandy Brute
    Ally 1
    Traits:
    Half-Orc
    Aristocrat
    Vigilante To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6 and the finesse trait to your combat or Diplomacy check.
    Discard this card to explore your location. During this exploraton add 1d6 to your checks against allies you encounter.

    Thassilonian Dungeon
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Treacherous Cave
    At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
    When Closing: Succeed at a Wisdom or Survival 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Treacherous Cave Card 1:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fey
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Treacherous Cave Card 2:
    Venomous Dagger +2
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

    Treacherous Cave Card 3:
    Scythe +1
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Treacherous Cave Card 4:
    Magic Shield
    Armor B
    Traits:
    Elite
    Magic
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Treacherous Cave Card 5:
    Shadow
    Monster C
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Treacherous Cave Card 6:
    Belt of Teeth
    Item 3
    Traits:
    Accessory
    Magic To Acquire:
    Constitution
    Fortitude 7
    On your turn, put this card on top of your deck to add 1d4 and the Piercing trait to a combat check by a character at your location.

    Treacherous Cave Card 7:
    Pit Trap
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Treacherous Cave Card 8:
    Lockpick Shield
    Armor 1
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your Disable check or your check against a card that has the Lock trait, recharge this card to roll 2d10+2.
    Reveal this card to reduce Combat damage dealt to you by 2.
    If proficient with light armors, you may play another armor.

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


    Treacherous Cave Card 9:
    Medusa Mask
    Loot 2
    Type: Item
    Traits:
    Accessory
    Magic To Acquire:

    When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.


    Treacherous Cave Card 10:
    Zombie Giant
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.
    Shimmerglens
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Garrison
    Closed
    At This Location:
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/dinketry, Shock Longbow +1, Snakeskin Tunic, Half-Plate, Hrym

    Garrison Card 1:
    Snakeskin Tunic
    Loot 2
    Type: Armor
    Traits:
    Light Armor
    Magic To Acquire:

    Reveal this card to add 1 to your Dexterity check.
    Recharge this card to reduce Combat or Poison damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Garrison Card 2:
    Half-Plate
    Armor B
    Traits:
    Elite
    Heavy Armor To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Garrison Card 3:
    Shock Longbow +1
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. 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 with the Electricity trait to a combat check at another location.

    Garrison Card 4:
    Hrym
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Veteran To Acquire:
    Charisma
    Diplomacy 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionaly discard this card to add another 1d8 plus the scenario's adventure deck number and the Cold trait, then ignore any monster's power that happens after you act.
    On your Diplomacy check, reveal this card to treat your Diplomacy skill as d10+3.
    At the start of your turn, reveal this card to recharge the ally Rodrick from your discard pile.

    Catacombs of Wrath
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon,

    Desecrated Vault
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim/NathanDavis,


    Yoon Deck Handler

    Out of turn: discard Blessing of Erastil.

    Top card of the blessings deck: BotG

    Sobbing, Yoon races into a dark cave to seek out the fiends who stole her beloved Gom-Gom.

    Explore and encounter Jinkin! Ignore BYA condition.

    Just inside the cave, Yoon comes face to face with a gibbering weasel.

    ”I want my owlbear back!!!” she screams, flames already shooting from her hands.

    Discard Blessing of Abadar for a bonus.

    Combat (16) Check: 2d10 + 2 + 2 + 1d8 ⇒ (7, 10) + 2 + 2 + (8) = 29 SUCCESS!

    The flame-wreathed fey creature thrashes and fights, knocking over stones and rocks as it slowly dies into a pile of burning cinders.

    Discard Blessing of Nivi Rhombodazzle for close check.

    Wisdom (7) Check: 1d4 + 2d6 ⇒ (4) + (6, 2) = 12 SUCCESS!

    With a well-placed kick, Yoon topples the remnants of the supporting stones around the cave entrance loose as she leaves the jinkin’s tomb, the cave collapsing into a rocky tor behind her.

    LOCATION CLOSED!


    Deck Handler // Searching for: Armor 6

    Salim listens to Urgraz and waits outside Fort Rannick.

    Salim wrote:

    Hand: Glaive, Sheriff Hemlock, Evangelist, Disrupting Rapier + 1, Blessing of Gorum,

    Displayed: Gambeson,
    Deck: 8 Discard: 3 Buried: 0
    Notes: Blessing available, as well as Evangelist (d4 at my location) & Sheriff Hemlock (d6 to any Combat check)
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X] +2 [ ] +3 [ ] +4
    (Finesse) Melee: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d6 [ ] +1
    Knowledge: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Divine: Wisdom +0
    Charisma d8 [X] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +2

    Die Bumps: 2
    Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [X] Acquire an ally that lists Diplomacy in its check to acquire.
    [ ] Close a location on the first turn of a scenario.
    Favored Card: Weapon
    Hand Size 5 [X] 6
    Proficient with: Weapons Light Armors
    Powers:
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
    [X] Add 1d4 ([X] 1d8) to your non-combat check against a bane.


    Ezren's Hand || Ezren's Deck

    Ezren simply ends his turn.

    Ezren wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d4
    INTELLIGENCE d12+3
    -ARCANE: INTELLIGENCE +2
    -KNOWLEDGE: INTELLIGENCE +2
    WISDOM d8
    CHARISMA d6

    Powers
    HAND SIZE 7
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☑2) to your check to recharge a card.

    Hand: Fan of Flames, Major Cure, Mistform, Twisted Space, Warding, Candle of Comity, Snick
    Deck: 5 Discard: 6 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 1/2


    Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

    Sorry for slowing the game down, but it's much appreciated giving me the chance to get my Redemption for the scenario out of the way with.

    Off turn; Urgraz discards Blessing of Mazmezz, using his power and recharging Vicious Trident +1 in order to ignore the Corrupted trait so it's not buried.

    Urgraz starts his turn.
    Blessing of Iomedae discarded from the blessings deck.
    Urgraz gives The Melted Blade to Salim.

    Urgraz grunts in disappointment when the inquisitor arrives. He uses a simple illusory cantrip to hide the bloody body of the dwarf, and presents Salim's weapon back to him.

    "Ah, inquisitor. I found yer sword; fine piece of craftsmanship, that. Blasted Gremlins are just as bad here as they are back home, but they seem to have left this untouched."

    Urgraz didn't have time to do anything fancy... but he managed to leave the lightest of curses. Undetectable, probably... probably not enough to overcome the sword's own magic. But enough that just maybe, just at the worst time, the sword will fail Salim. Not enough to kill him - that will be Urgraz's job, most likely - but enough for just a bit of glorious mayhem and a bit of unwitting bloodshed.

    Urgraz does not move, and takes his free exploration. If I encounter the henchmen, I'll just take the damage to armor for an 'evade'.
    Fort Rannik Card 1: Shadow

    Shadow:
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13
    The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
    Urgraz reveals Impaler of Thorns for combat.
    Combat 13: 1d8 + 6 + 1d8 + 2 ⇒ (5) + 6 + (5) + 2 = 18 -> Shadow defeated.

    "Gods, look out!" Urgraz warns, flinging his spear like a javelin over Salim's shoulder, passing through some monstrous, semi-corporeal shade and quickly shattering its tentative tangible form with the magical strike. Urgraz grins as Salim spins around to see the shadow dematerializing. "It's getting more like home by the minute, ah guess."

    Urgraz ends his turn and resets his hand, choosing to recharge Magic Shield and then Magic Leather Armor to their effects.

    Urgraz wrote:

    Hand: Impaler of Thorns, Corruptive Half-Plate, Blessing of Dispater, Blessing of Erastil, Sign of the Lantern Bearer, The Asmodean Disciplines (Redeemed),

    Displayed:
    Deck: 4 Discard: 9 Buried: 1
    Notes: See below.
    Sideboard cards:

    At the beginning of Balazar's turn: Urgraz banishes The Asmodean Disciplines to redeem Ring of the Hellion. Ring of the Hellion is now marked on Urgraz's Redemption Sheet.

    Urgraz's curse had a second benefit; he'd actually transferred away the worst of the curse from his own magical Ring with the ritual. Not enough to make it perfectly safe to use; but at least safer. Well, at least for him.

    Urgraz wrote:

    Hand: Impaler of Thorns, Corruptive Half-Plate, Blessing of Dispater, Blessing of Erastil, Sign of the Lantern Bearer,

    Displayed:
    Deck: 4 Discard: 9 Buried: 1
    Notes: All blessings are free to use! Blessing of Dispater recharges (thanks to Corruptive Half-Plate) and adds 2 dice to any check at my location.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 5 [X] 6
    Proficient with: All
    Powers:
    You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([X]+1) to your check.
    When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
    You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2


    During This Adventure: Adventure Deck Number: 3
    Basic cards (except for Blessings) have been removed.

    During This Scenario:

    Special card pool rules:
    Before setting up, record the contents of each character’s deck.

    Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.

    When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.

    At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.


    Additional Rules: Villains: None

    Henchman:
    Jinkin
    Spoiler:
    Henchman 3
    Type: Monster

    Traits: Fly

    To Defeat: Combat 16

    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

    To win the scenario, close all of the locations.
    Turn: 13, Balazar/khazkhaz

    Random Cards:

    Monsters
    Spoiler:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    Spoiler:
    Grazuul
    Monster 3
    Traits:
    Aquatic
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 16
    Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

    Spoiler:
    Giant Hermit Crab
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 9
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    Spoiler:
    Ghoul
    Monster B
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Spoiler:
    Ogrekin
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.

    Barriers
    Spoiler:
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    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.

    Spoiler:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    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.

    Spoiler:
    Locked Passage
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 8
    OR Strength
    Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Spoiler:
    Battered Chest
    Barrier B
    Traits:
    Cache
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 10
    OR Strength
    Melee 8
    If defeated, add 1d4 random items from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Battered Chest
    Barrier C
    Traits:
    Cache
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 10
    OR Strength
    Melee 8
    If defeated, add 1d4 random items from the box to your hand.
    If undefeated, you may banish this barrier.

    Weapons
    Spoiler:
    Sickle +1
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 10
    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.

    Spoiler:
    Deathbane Light Crossbow +1
    Weapon C
    Traits:
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
    If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.

    Spoiler:
    Frost Longbow +1
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. 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+1 with the Cold trait to a combat check at another location.

    Spoiler:
    Warhammer
    Weapon B
    Traits:
    Bludgeoning
    Elite
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Longsword +2
    Weapon 3
    Traits:
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; 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.

    Spells
    Spoiler:
    Web
    Spell 2
    Traits:
    Arcane
    Attack
    Elite
    Magic To Acquire:
    Intelligence
    Arcane 6
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location 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.

    Spoiler:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence
    Arcane 8
    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.

    Spoiler:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spoiler:
    Incendiary Cloud
    Spell 3
    Traits:
    Arcane
    Attack
    Fire
    Magic To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spoiler:
    Detect Evil
    Spell B
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Patrician's Armor
    Armor B
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 5
    If proficient with light armors, reveal this card to add 1 to you Dexterity or Diplomacy non-combat check.
    Recharge this card to reduce Combat or Poison damage dealt to you by 1.
    Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.

    Spoiler:
    Elven Chain Shirt
    Armor B
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Lockpick Shield
    Armor 1
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 7
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    For your Disable check or your check against a card that has the Lock trait, recharge this card to roll 2d10+2.
    Reveal this card to reduce Combat damage dealt to you by 2.
    If proficient with light armors, you may play another armor.

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


    Spoiler:
    Magic Full Plate
    Armor 3
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    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.

    Spoiler:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Shackles of Compliance
    Item 1
    Traits:
    Object
    Magic To Acquire:
    Intelligence
    Craft 7
    OR Dexterity
    Disable 5
    When you defeat a monster on your turn and banish it, discard to examine the top card of your location deck; if it is a non-villain, non-henchman monster, you may encounter it.
    After playing this card, you may succeed at a Charisma or Diplomacy check with a difficulty of 6 plus the defeated monster's adventure deck number to recharge this card instead of discarding it.

    Spoiler:
    Chime of Unlocking
    Item 2
    Traits:
    Magic
    Object To Acquire:
    Dexterity
    Disable 8
    Reveal this card to defeat a barrier with the Lock trait.

    Spoiler:
    Wand of Scorching Ray
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Spoiler:
    Potion of Energy Resistance
    Item B
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Spoiler:
    Potion of Energy Resistance
    Item B
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Allies
    Spoiler:
    Cyrdak Drokkus
    Ally 1
    Traits:
    Bard
    Human To Acquire:
    Charisma
    Diplomacy 5
    Recharge this card to add 1d6 to your check to acquire an ally.
    Banish this card to return an ally from your discard pile to your hand.

    Spoiler:
    Acolyte
    Ally B
    Traits:
    Elite
    Human To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Spoiler:
    Giant Badger
    Ally 3
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 8
    Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
    Discard this card to explore your location.

    Spoiler:
    Archer
    Ally B
    Traits:
    Elite
    Human To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.

    Spoiler:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Spoiler:
    Blessing of Zon-Kuthon
    Blessing 2
    Traits:
    Divine
    Zon-Kuthon To Acquire:
    Constitution
    Fortitude 7
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any Constitution check
    Discard this card to add 2 dice to any check that has the Finesse trait. If it is your check, recharge this card instead.
    Discard this card to explore your location.

    Top of Blessing Discard Pile:

    Blessing of Lamashtu:
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Blessings Remaining: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 2
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 3
    Spoiler:
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 4
    Spoiler:
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 5
    Spoiler:
    Blessing of Irori
    Blessing B
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Intelligence check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Blessings Deck Card 6
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 7
    Spoiler:
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 8
    Spoiler:
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 9
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 10
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 11
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 12
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 13
    Spoiler:
    Blessing of Sarenrae
    Blessing C
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 14
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 15
    Spoiler:
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 16
    Spoiler:
    Blessing of Pharasma
    Blessing C
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 17
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Fort Rannick
    At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
    When Closing: Succeed at a Strength 8 check.
    When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Salim/NathanDavis, Urgraz/Yewstance,

    Fort Rannick Card 1:
    Menacing Backsword +1
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic To Acquire:
    Strength
    Melee
    Diplomacy 9
    For your diplomacy check to acquire an ally or your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6, or another 2d4 if another character is at your location.

    Fort Rannick Card 2:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Fort Rannick Card 3:
    Jinkin
    Henchman 3
    Type: Monster
    Traits:
    Fey
    To Defeat:
    Combat 16
    Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
    When you are dealt damage, first choose items to discard as your damage, if you have any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Fort Rannick Card 4:
    Jawbreaker Shield
    Armor 2
    Traits:
    Shield
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 7
    OR Melee 9
    If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
    If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4, d6, or d8; take the new result. If the check is against a bane that has the Aberration, Animal, or Dragon trait, you may reveal it instead. You may play another armor on this check.

    Fort Rannick Card 5:
    Cryptic Message
    Barrier 3
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If defeated, you may examine the top 2 cards of the location deck and return them in any order.
    If undefeated, you may banish this barrier.

    Fort Rannick Card 6:
    Dandy Brute
    Ally 1
    Traits:
    Half-Orc
    Aristocrat
    Vigilante To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6 and the finesse trait to your combat or Diplomacy check.
    Discard this card to explore your location. During this exploraton add 1d6 to your checks against allies you encounter.
    Thassilonian Dungeon
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Treacherous Cave
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Yoon/dinketry,

    Shimmerglens
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Garrison
    Closed
    At This Location:
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Shock Longbow +1, Snakeskin Tunic, Half-Plate, Hrym

    Garrison Card 1:
    Snakeskin Tunic
    Loot 2
    Type: Armor
    Traits:
    Light Armor
    Magic To Acquire:

    Reveal this card to add 1 to your Dexterity check.
    Recharge this card to reduce Combat or Poison damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Garrison Card 2:
    Half-Plate
    Armor B
    Traits:
    Elite
    Heavy Armor To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Garrison Card 3:
    Shock Longbow +1
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. 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 with the Electricity trait to a combat check at another location.

    Garrison Card 4:
    Hrym
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Veteran To Acquire:
    Charisma
    Diplomacy 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionaly discard this card to add another 1d8 plus the scenario's adventure deck number and the Cold trait, then ignore any monster's power that happens after you act.
    On your Diplomacy check, reveal this card to treat your Diplomacy skill as d10+3.
    At the start of your turn, reveal this card to recharge the ally Rodrick from your discard pile.

    Catacombs of Wrath
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon,

    Desecrated Vault
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


    Yoon Deck Handler

    Out of turn: Yoon's updated hand status-post her burning heal at the end of the last turn.

    Yoon wrote:

    Hand: Potion of Healing, Cleric of Nethys, Magic Half-Plate, Charm Person, Blessing of the Archdevils, Speed,

    Displayed:
    Deck: 9 Discard: 0 Buried: 4
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d4 [ ] +1
    Charisma d8 [ ] +1 [ ] +2 [ ] +3
    Arcane: Charisma +0
    Favored Card: Spell
    Hand Size 5 [X] 6
    Proficient with: Light Armors
    Powers:
    For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
    You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([X] or a spell), add another 1d4.
    When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


    Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

    It is the hour of Lamashtu.

    Balazar joins his comrades at Fort Rannick. He casts Augury, looking for Monsters. He finds Menacing Backsword +1, Toad, and Jinkin.
    The Weapon and the Ally are shuffled back. Jinkin goes on top.

    I am sick of your kind, you Fey creature!, says Balazar at the Jinkin in front of him. Padrig stoically observes this outburst.
    Revealing Jinkin, and banishing it for Balazar's power. Burying Bound Lantern Archon to add 1d4 to the check. Using Urgraz's Blessing of Dispater. Ignoring the BYA check.
    Combat 16: 2d10 + 3 + 1d4 + 3 + 1d4 + 2d10 ⇒ (3, 4) + 3 + (2) + 3 + (2) + (1, 7) = 25
    Padrig and Balazar's Jinkin hack the Jinkin into a million pieces.

    Balazar uses his Ruby of Charisma and his Blessing, as well as one from Urgraz to close down the Fort.
    Strength 8: 1d12 + 1d12 + 1d12 ⇒ (10) + (8) + (9) = 27
    The massive gates of Fort Rannick slam shut, keeping the mischievous Jinkin out once and for all.

    Balazar slumps down, glad for the fight to be over, and relieved to get his belongings back.


    That was quite the elaborate prank those creatures played on you! You tracked them into a tunnel system off the main cavern, where you found the rest of your things. From the looks of this place and their remains, you think they were jinkins. If that’s true, you’re lucky you escaped with your life and your goods.

    Still, the gall of them, thinking they could mess with you! You showed them a thing or two, unleashing your fury on them and pounding them into dust. Too bad there were only a few of the creatures. Now that you have your equipment back, it’s time to show more evildoers your ferocity and valor. Bring it on!

    REWARD
    The party gets the reward pile. Adventure Card Guild characters may choose a bonus deck upgrade.

    ACQUIRED CARDS

    • Vale Temros (Ally 3)
    • Ameiko Kajitsu (Ally 1)
    • Sheriff Hemlock (Ally B)

    • Elven Chain Shirt (Armor B)
    • Magic Leather Armor (Armor B)
    • Magic Shield (Armor C)
    • Magic Half-Plate (Armor C)

    • Blessing of Norgorber (Blessing 3)
    • Blessing of Gorum (Blessing B)

    • Chime of Unlocking (Item 2)
    • Luckstone (Item B)
    • Potion of Healing (Item C)

    • Major Cure (Spell 3)
    • Web (Spell 2)
    • Haste (Spell 2)
    • Speed (Spell 1)
    • Detect Evil (Spell C)
    • Find Traps (Spell B)

    • Vicious Trident (Weapon 3)
    • Greatsword (Weapon C)
    • Glaive (Weapon B)
    • Greataxe (Weapon B)
    • Allying Dart +1 (Weapon C)


    Scenario D: A Fungus among Us
    As you traverse the tunnels of Hollow Mountain back to the main cavern, you look closely at the fungal organism lining the walls. It’s green, with blood-red flecks suspended in finger-like appendages. The flecks seem to pulse as if they’re alive.

    Continuing on your way, you reflect on your journey through the mountain. So far, it hasn’t been very profitable. While you aren’t in it for the money, you still need to pay for your kit and have a bit left over for entertainment. Perhaps the fungus might be worth something—some herbal remedy long forgotten. Maybe you can extract some nectar from the phalanges, like a succulent cactus. You have some jars in your pack for just such an occasion.

    With a quick flick of your knife, a polyp falls into one container. You reach out to squeeze the thing, aiming to catch the dripping liquid in another vial. As you touch the fungus, you realize you’ve made a grievous mistake. A burning sensation enflames the tips of your fingers. The pulsing of the fungus grows stronger as the walls reach out to pull you in. Seems taking a sample pissed it off, and now it’s out for revenge!

    DURING THIS SCENARIO
    Treat the henchman Poison Trap as if it has the following additional power:
    “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”


    During This Adventure: Adventure Deck Number: 3
    Basic cards (except for Blessings) have been removed.

    During This Scenario:

    Treat the henchman Poison Trap as if it has the following additional power:
    The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.

    Additional Rules:
    Villain:
    Fungal Savage
    Spoiler:
    Villain 3
    Type:
    Monster

    Traits:
    Plant Poison

    To Defeat:
    Constitution Fortitude Wisdom 7
    THEN
    Combat 17

    Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

    Henchman:
    Poison Trap
    Spoiler:
    Henchman B
    Type:
    Barrier

    Traits:
    Poison Trap

    To Defeat:
    Dexterity Disable 5

    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage. If defeated, you may immediately attempt to close your location.

    Dam
    At This Location: You may not move or be moved from this location unless another character is present.
    When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1

    Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1

    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1

    Shrine to Lamashtu
    At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
    When Closing: Succeed at a Divine 6 check or banish a blessing.
    When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1

    Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1

    Shimmerglens
    At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
    M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1


    Deck Handler // Searching for: Armor 6

    Wooden Bridge

    Salim wrote:

    Hand: Striking Wing Scimitar, Quick-Change Mask, Cure, Shackles of Compliance, Captain's Cutlass, Dandy Brute,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Cure Available and I can reduce Combat Damage at Location by 2
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X] +2 [ ] +3 [ ] +4
    (Finesse) Melee: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d6 [ ] +1
    Knowledge: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Divine: Wisdom +0
    Charisma d8 [X] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +2

    Die Bumps: 2
    Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [X] Acquire an ally that lists Diplomacy in its check to acquire.
    [ ] Close a location on the first turn of a scenario.
    Favored Card: Weapon
    Hand Size 5 [X] 6
    Proficient with: Weapons Light Armors
    Powers:
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
    [X] Add 1d4 ([X] 1d8) to your non-combat check against a bane.


    Yoon Deck Handler

    Yoon will start at the Deeper Dungeons.

    Yoon wrote:

    Hand:

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

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d4 [ ] +1
    Charisma d8 [ ] +1 [ ] +2 [ ] +3
    Arcane: Charisma +0
    Favored Card: Spell
    Hand Size 5 [X] 6
    Proficient with: Light Armors
    Powers:
    For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
    You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([X] or a spell), add another 1d4.
    When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


    Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

    Ally 3 - Bound Imp > Bound Elemental
    Item 2 Ruby of Charisma > Gem of Mental Acuity
    Balazar starts at Deeper Dungeons 

    Balazar wrote:

    Hand: Bound Elemental, Twisted Space, Stone Skin, Gossamer Shrouds, Eloquence, Gem of Mental Acuity, Blessing of the Spellbound,

    Displayed: Padrig,
    Deck: 10 Discard: 0 Buried: 0
    Notes: I can add 1d4+X to a combat check at my location, or reduce damage by 1+X at my location. You may use any of these: Twisted Space (evade monster at any location), Blessing of the Spellbound (1 die to any check), Eloquence (+3 Charisma at any location), Stone Skin (reduce 4 damage at any location)
    Sideboard cards:

    Skills and Powers:

    Strength d4
    Dexterity d6
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d6
    Charisma d12 +3
    Arcane: Charisma +2
    Hand Size 7
    Proficient with: Light Armours
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number, or to recharge a spell from your discard pile.
    "Player Reward 1: Concordance Faction Reward
    [ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
    [ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."
    "Gameday VII Adventure Card Game Rewards: Season of Tapestry’s Tides Reward #2
    [ ] Burgeoning Captain: At the beginning of a scenario that uses the Skull & Shackles Base Set, you may cross out this reward to gain the skill Survival: Wisdom +2 on your checks attempted while you are on a ship and on your checks attempted against a ship until the end of the scenario."
    "Gameday VII Adventure Card Game Rewards: Season of Tapestry’s Tides Reward #3
    [ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result."
    Die bump [ ]


    Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

    LOOT: Urgraz will trade Shadowless Sword for Impaler of Thorns

    Urgraz will start at Shrine to Lamashtu, though I may move to the Shimmerglens, Nettlemaze or Wooden Bridge depending on what my opening hand does or does not have.

    Urgraz wrote:

    Hand: Desecrate, Blessing of the Archdevils, Torch, Corruptive Half-Plate, Gambeson, Blessing of Belial,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Hello, Desecrate! No real weapon of note (Torch barely counts), though. I'll certainly move to Nettlemaze to force-close it with Desecrate on my first turn, if nobody has any misgivings about it. An 8-bane location is otherwise an unnecessary pain.

    Actually, if anyone has a means of examining a remote location, I request examining the Nettlemaze, so I don't end up banishing Desecrate to close a location that may have happened to have the henchman on top anyway.

    My blessings are free to use. Corruptive Half-Plate will be recharged alongside Blessing of Belial to ensure it's recharged.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 5 [X] 6
    Proficient with: All
    Powers:
    You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([X]+1) to your check.
    When a character at your location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check.
    You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2


    Ezren's Hand || Ezren's Deck

    Shimmerglens

    Ezren wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d4
    INTELLIGENCE d12+3
    -ARCANE: INTELLIGENCE +2
    -KNOWLEDGE: INTELLIGENCE +2
    WISDOM d8
    CHARISMA d6

    Powers
    HAND SIZE 7
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☑2) to your check to recharge a card.

    Hand: Medusa Mask, Aqueous Orb, Charm Person, Good Omen, Mistform, Scorching Ray, Grogul
    Deck: 10 Discard: 0 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 1/2


    During This Adventure: Adventure Deck Number: 3
    Basic cards (except for Blessings) have been removed.

    During This Scenario:

    Treat the henchman Poison Trap as if it has the following additional power:
    The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.

    Additional Rules:
    Villain:
    Fungal Savage
    Spoiler:
    Villain 3
    Type:
    Monster

    Traits:
    Plant Poison

    To Defeat:
    Constitution Fortitude Wisdom 7
    THEN
    Combat 17

    Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

    Henchman:
    Poison Trap
    Spoiler:
    Henchman B
    Type:
    Barrier

    Traits:
    Poison Trap

    To Defeat:
    Dexterity Disable 5

    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage. If defeated, you may immediately attempt to close your location.


    Turn: 8, Yoon/dinketry

    Random Cards:

    Monsters
    Spoiler:
    Skull Ripper
    Monster 3
    Traits:
    Construct
    To Defeat:
    Combat 14
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Spoiler:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    Spoiler:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Spoiler:
    Hill Giant
    Monster B
    Traits:
    Giant
    To Defeat:
    Combat 15
    Damage dealt by the Hill Giant is dealt to each character at this location.

    Spoiler:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    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.

    Barriers
    Spoiler:
    Door Spike
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

    Spoiler:
    Battered Chest
    Barrier B
    Traits:
    Cache
    Elite
    Lock
    To Defeat:
    Dexterity
    Disable 10
    OR Strength
    Melee 8
    If defeated, add 1d4 random items from the box to your hand.
    If undefeated, you may banish this barrier.

    Spoiler:
    Slashing Blade
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Spoiler:
    Collapsed Ceiling
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Constitution
    Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Spoiler:
    Pit Trap
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Weapons
    Spoiler:
    Longbow
    Weapon B
    Traits:
    2-Handed
    Bow
    Elite
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 5
    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.

    Spoiler:
    Scythe +1
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Spoiler:
    Scimitar
    Weapon C
    Traits:
    Elite
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    War Razor +1
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    Spoiler:
    Longbow +1
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. 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+1 to a combat check at another location.

    Spells
    Spoiler:
    Find Traps
    Spell C
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Augury
    Spell B
    Traits:
    Arcane
    Divine
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Detect Evil
    Spell B
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.

    Spoiler:
    Enfeeble
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence
    Arcane 6
    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.

    Spoiler:
    Detect Evil
    Spell B
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Magic Leather Armor
    Armor B
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Full Plate
    Armor 3
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    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.

    Spoiler:
    Elven Chain Shirt
    Armor B
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Elven Chain Shirt
    Armor B
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Reveal this card to reduce Combat damage deal tto you by 1.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Wand of Shield
    Item 1
    Traits:
    Arcane
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.
    Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Spoiler:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    Spoiler:
    Spyglass
    Item B
    Traits:
    Object To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Spoiler:
    Cape of Escape
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

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

    Allies
    Spoiler:
    Archer
    Ally B
    Traits:
    Elite
    Human To Acquire:
    Dexterity
    Ranged 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Ranged combat check.
    Discard this card to explore your location.

    Spoiler:
    Grizzled Mercenary
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

    Spoiler:
    Aldern Foxglove
    Ally 1
    Traits:
    Human
    Noble To Acquire:
    Charisma
    Diplomacy 4
    Banish this card to reduce damage dealt to a character at your location by 3.
    Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

    Spoiler:
    Monkey
    Ally 3
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 9
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Spoiler:
    Ven Vinder
    Ally 1
    Traits:
    Human
    Shopkeeper To Acquire:
    Charisma
    Diplomacy 6
    OR Dexterity
    Stealth 8
    Banish this card to add a random item from the box to your hand.

    Blessings
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Spoiler:
    Blessing of Erastil
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a Dexterity-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Top of Blessing Discard Pile:

    Blessing of Desna:
    Blessing of Desna
    Blessing B
    Traits:
    Desna
    Divine To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 2
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 3
    Spoiler:
    Blessing of Desna
    Blessing C
    Traits:
    Desna
    Divine To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Blessings Deck Card 4
    Spoiler:
    Blessing of Sarenrae
    Blessing C
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 5
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 6
    Spoiler:
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 7
    Spoiler:
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 8
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 9
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 10
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 11
    Spoiler:
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 12
    Spoiler:
    Blessing of the Gods
    Blessing C
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 13
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 14
    Spoiler:
    Blessing of Calistria
    Blessing C
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 15
    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 16
    Spoiler:
    Blessing of the Gods
    Blessing C
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 17
    Spoiler:
    Blessing of Desna
    Blessing B
    Traits:
    Desna
    Divine To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Blessings Deck Card 18
    Spoiler:
    Blessing of the Gods
    Blessing C
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 19
    Spoiler:
    Blessing of Torag
    Blessing C
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 20
    Spoiler:
    Blessing of Gorum
    Blessing C
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 21
    Spoiler:
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 22
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 23
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 24
    Spoiler:
    Blessing of Iomedae
    Blessing C
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 25
    Spoiler:
    Blessing of Gorum
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 26
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 27
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 28
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 29
    Spoiler:
    Blessing of Erastil
    Blessing C
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a combat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Dam
    At This Location: You may not move or be moved from this location unless another character is present.
    When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here:

    Dam Card 1:
    Longsword +1
    Weapon B
    Traits:
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Dam Card 2:
    Fungal Savage
    Villain 3
    Type: Monster
    Traits:
    Plant
    Poison
    To Defeat:
    Constitution
    Fortitude
    Wisdom 7
    THEN Combat 17
    Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
    After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

    Dam Card 3:
    Donkey Rats
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

    Dam Card 4:
    Skeleton Horde
    Barrier C
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    Dam Card 5:
    Magic Full Plate
    Armor 3
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    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.

    Dam Card 6:
    Wand of Scorching Ray
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Dam Card 7:
    Ghoul
    Monster B
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Dam Card 8:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Dam Card 9:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    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.

    Dam Card 10:
    Falling Bell
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    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.
    Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Nettlemaze Card 1:
    Throwing Axe
    Weapon B
    Traits:
    Axe
    Elite
    Ranged
    Slashing To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Nettlemaze Card 2:
    Large Chest
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    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.

    Nettlemaze Card 3:
    Ghoul
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Nettlemaze Card 4:
    Sneak
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Nettlemaze Card 5:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Nettlemaze Card 6:
    Goblin Pyro
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Nettlemaze Card 7:
    Chime of Unlocking
    Item 2
    Traits:
    Magic
    Object To Acquire:
    Dexterity
    Disable 8
    Reveal this card to defeat a barrier with the Lock trait.

    Nettlemaze Card 8:
    Poison Trap
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Nettlemaze Card 9:
    Goblin Commando
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Nettlemaze Card 10:
    Attic Whisperer
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: Salim/NathanDavis,

    Wooden Bridge Card 1:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Wooden Bridge Card 2:
    Ameiko Kaijitsu
    Ally 1
    Traits:
    Bard
    Human
    Rogue To Acquire:
    Charisma
    Diplomacy 7
    Banish this card to add 1d6 to your check.
    Banish this card to return a card from your discard pile to your hand.

    Wooden Bridge Card 3:
    Poison Trap
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Wooden Bridge Card 4:
    Sneak
    Monster C
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Wooden Bridge Card 5:
    Elven Breastplate
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Wooden Bridge Card 6:
    Acolyte
    Ally B
    Traits:
    Elite
    Human To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Wooden Bridge Card 7:
    Hand Chopper
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 12
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Wooden Bridge Card 8:
    Acolyte
    Ally B
    Traits:
    Elite
    Human To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Wooden Bridge Card 9:
    Ogre
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

    Wooden Bridge Card 10:
    Ogre
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:

    Warrens Card 1:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    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.

    Warrens Card 2:
    Bastard Sword +1
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Warrens Card 3:
    Venomous Dagger +2
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

    Warrens Card 4:
    Poison Trap
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Warrens Card 5:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.

    Warrens Card 6:
    Rat Swarm
    Monster B
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

    Warrens Card 7:
    Saber-Toothed Tiger
    Ally C
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 8
    Recharge this card to add 1d6 to your combat check.
    Discard this card to explore your location.

    Warrens Card 8:
    Major Cure
    Spell 3
    Traits:
    Divine
    Healing
    Magic To Acquire:
    Wisdom
    Divine 8
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 10 check to recharge this card instead of discarding it.

    Warrens Card 9:
    Spyglass
    Item B
    Traits:
    Object To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Warrens Card 10:
    Pit Trap
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Shrine to Lamashtu
    At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
    When Closing: Succeed at a Divine 6 check or banish a blessing.
    When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Urgraz/Yewstance,

    Shrine to Lamashtu Card 1:
    Grazuul
    Monster 3
    Traits:
    Aquatic
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 16
    Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

    Shrine to Lamashtu Card 2:
    Poison Trap
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Shrine to Lamashtu Card 3:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    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.

    Shrine to Lamashtu Card 4:
    Pit of Malfeshnekor
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.

    Shrine to Lamashtu Card 5:
    Mirror Image
    Spell B
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    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.

    Shrine to Lamashtu Card 6:
    Zombie Giant
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.

    Shrine to Lamashtu Card 7:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Shrine to Lamashtu Card 8:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Shrine to Lamashtu Card 9:
    Blessing of Pharasma
    Blessing C
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Shrine to Lamashtu Card 10:
    Muck Graul
    Monster 3
    Traits:
    Plant
    Ogrekin
    To Defeat:
    Combat 15
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

    Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/khazkhaz, Yoon/dinketry,

    Deeper Dungeons Card 1:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    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.

    Deeper Dungeons Card 2:
    Consecration
    Spell 2
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 8
    Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

    Deeper Dungeons Card 3:
    Ogrekin
    Monster 3
    Traits:
    Giant
    Ogrekin
    To Defeat:
    Combat 13
    When you encounter the Ogrekin, roll 1d4:
    1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
    2. Damage dealt by the Ogrekin is increased by 2.
    3. The Ogrekin may not be evaded.
    4. After the encounter, put the Ogrekin on the bottom of the location deck.

    Deeper Dungeons Card 4:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Deeper Dungeons Card 5:
    Poison Trap
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Deeper Dungeons Card 6:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Deeper Dungeons Card 7:
    Explosive Runes
    Barrier C
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    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.

    Deeper Dungeons Card 8:
    Sneak
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Deeper Dungeons Card 9:
    Carrionstorm
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Deeper Dungeons Card 10:
    Dagger +1
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    Shimmerglens
    At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
    M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: Ezren/Hawkmoon,

    Shimmerglens Card 1:
    Poison Trap
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Shimmerglens Card 2:
    Cat
    Ally 3
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 8
    Reveal this card to add 2 to your check to recharge a spell.
    Discard this card to explore your location.

    Shimmerglens Card 3:
    Ogre
    Monster C
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

    Shimmerglens Card 4:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Shimmerglens Card 5:
    Detect Evil
    Spell C
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.

    Shimmerglens Card 6:
    Speed
    Spell 1
    Traits:
    Arcane
    Divine
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Shimmerglens Card 7:
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Shimmerglens Card 8:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    Shimmerglens Card 9:
    Zombie Horde
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

    Shimmerglens Card 10:
    Acolyte
    Ally B
    Traits:
    Elite
    Human To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.


    Yoon Deck Handler

    Top card of the blessings deck: Blessing of Desna.

    Yoon moves to explore the deep basement of the Hollow Mountain complex, Gom-Gom at her side.

    "They didn't think we would be useful, didn't they, Gom-Gom?" she speaks to her stuffed animal. Suddenly, Yoon gives a start - one of her companions has joined her! The gnome! The one with the funny hat and all of the monsters!

    The waif squints eye-to-eye at the gnome. "Do they ever bite you?" she questions Balazar as the two descend into the dank sub-basement.

    Explore and encounter Skinsaw Ritual.

    Two masked priests chanting in a strange tongue come at Balazar and Yoon from both sides of the staircase as they reach the bottom. Yoon shrieks in surprise.

    Combat (11+1) Check: 1d10 + 2 + 2 + 1d8 ⇒ (8) + 2 + 2 + (7) = 19 SUCCESS!

    Awaiting Balazar, who must also fight a Skinsaw Cultist.


    Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

    Out o f turn encounter
    Balazaar is ambushed by a Skinsaw Cultist!
    Revealing Bound Elemental and discarding Blessing of the Spellbound
    Combat 11+1: 2d10 + 3 + 1d10 ⇒ (8, 5) + 3 + (2) = 18

    Recharging Twisted Space to summon Skull Ripper.

    Balazar wrote:

    Hand: Bound Elemental, Stone Skin, Gossamer Shrouds, Eloquence, Gem of Mental Acuity, Skull Ripper 3,

    Displayed: Padrig,
    Deck: 11 Discard: 1 Buried: 0
    Notes: I can add 1d4+3 to a combat check at my location, or reduce damage by 1+3 at my location. You may use any of these: Eloquence (+3 Charisma at any location), Stone Skin (reduce 4 damage at any location)
    Sideboard cards:

    Skills and Powers:

    Strength d4
    Dexterity d6
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d6
    Charisma d12 +3
    Arcane: Charisma +2
    Hand Size 7
    Proficient with: Light Armours
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number, or to recharge a spell from your discard pile.
    "Player Reward 1: Concordance Faction Reward
    [ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
    [ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."
    "Gameday VII Adventure Card Game Rewards: Season of Tapestry’s Tides Reward #2
    [ ] Burgeoning Captain: At the beginning of a scenario that uses the Skull & Shackles Base Set, you may cross out this reward to gain the skill Survival: Wisdom +2 on your checks attempted while you are on a ship and on your checks attempted against a ship until the end of the scenario."
    "Gameday VII Adventure Card Game Rewards: Season of Tapestry’s Tides Reward #3
    [ ] Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result."
    Die bump [ ]


    Yoon Deck Handler

    Yoon and Balazar blast their way through the broken bodies of the strange cultists. On one of their bodies, Yoon finds a magic scroll!

    Skinsaw Ritual defeated. Discard Wayfinder to explore top card of location: Consecration. Encounter it. Discard Blessing of Nivi Rhombodazzle to add 2d6 to check.

    Wisdom (8) Check: 1d4 + 2d6 ⇒ (2) + (5, 4) = 11 SUCCESS!

    Yoon takes the scroll, intending to read it later.

    Discard Blessing of the Gods to explore again. Encounter Ogrekin.

    A lumbering fleshy mountain roars and pounds its fists to its chest, challenging the young girl. Yoon smiles, a familiar fire in her eyes.

    BYA roll: 1d4 ⇒ 1 DC increased by 2; damage reduced by 1. Discard spell - Primal Attunement and Blessing of Angradd for bonuses.

    Combat (13+2+1) Check: 3d10 + 2 + 2 + 1d8 + 1d6 ⇒ (1, 3, 5) + 2 + 2 + (3) + (3) = 19 SUCCESS!

    The fleshy mountain almost reaches Yoon before her flames successfully melt its face into oblivion. The scorched thing dies at her feet. With a smile, Yoon turns to Balazar.

    "Whew! This is hard work!" Yoon then turns her own flames upon herself.

    Self-healing at the end of my turn.

    Which card isn't healed?: 1d5 ⇒ 4 Primal Attunement

    Bury BotG. End turn and reset hand.

    Yoon wrote:

    Hand:

    Displayed:
    Deck: 10 Discard: 1 Buried: 1
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Constitution d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d4 [ ] +1
    Charisma d8 [ ] +1 [ ] +2 [ ] +3
    Arcane: Charisma +0
    Favored Card: Spell
    Hand Size 5 [X] 6
    Proficient with: Light Armors
    Powers:
    For your combat check, reveal a spell ([X] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([ ] plus the discarded card's adventure deck number).
    You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([X] or a spell), add another 1d4.
    When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


    During This Adventure: Adventure Deck Number: 3
    Basic cards (except for Blessings) have been removed.

    During This Scenario:

    Treat the henchman Poison Trap as if it has the following additional power:
    The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.

    Additional Rules:
    Villain:
    Fungal Savage
    Spoiler:
    Villain 3
    Type:
    Monster

    Traits:
    Plant Poison

    To Defeat:
    Constitution Fortitude Wisdom 7
    THEN
    Combat 17

    Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

    Henchman:
    Poison Trap
    Spoiler:
    Henchman B
    Type:
    Barrier

    Traits:
    Poison Trap

    To Defeat:
    Dexterity Disable 5

    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage. If defeated, you may immediately attempt to close your location.


    Turn: 9, Urgraz/Yewstance

    Random Cards:

    Monsters
    Spoiler:
    Spectre
    Monster C
    Traits:
    Elite
    Incorporeal
    Undead
    To Defeat:
    Combat 11
    OR Wisdom
    Divine 7
    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.

    Spoiler:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    Spoiler:
    Carrionstorm
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Spoiler:
    Bunyip
    Monster B
    Traits:
    Aquatic
    Bunyip
    Elite
    To Defeat:
    Combat 9
    Before the encounter, 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.

    Spoiler:
    Skull Ripper
    Monster 3
    Traits:
    Construct
    To Defeat:
    Combat 14
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

    Barriers
    Spoiler:
    Door Spike
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable
    Wisdom
    Perception 12
    If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

    Spoiler:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    Spoiler:
    Hand Chopper
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 12
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Spoiler:
    Slashing Blade
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Spoiler:
    Ranger Stash
    Barrier 3
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 12
    If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
    If undefeated, you may banish this barrier.

    Weapons
    Spoiler:
    Battleaxe
    Weapon B
    Traits:
    Axe
    Elite
    Melee
    Slashing To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    War Razor +1
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    Spoiler:
    Warhammer +1
    Weapon B
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Scythe +1
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Spoiler:
    Flaming Mace +1
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.

    Spells
    Spoiler:
    Acid Arrow
    Spell B
    Traits:
    Acid
    Arcane
    Attack
    Elite
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Glibness
    Spell B
    Traits:
    Arcane
    Divine
    Elite
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spoiler:
    Swipe
    Spell 3
    Traits:
    Arcane
    Attack
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
    Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
    Discard this card to explore your location.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spoiler:
    Enfeeble
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence
    Arcane 6
    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.

    Armors
    Spoiler:
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 3
    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.

    Spoiler:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.
    Reveal this card to add the Magic trait to your combat check.
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Shield of Fire Resistance
    Armor 1
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Magic Shield
    Armor C
    Traits:
    Elite
    Magic
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Half-Plate
    Armor C
    Traits:
    Elite
    Heavy Armor To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Items
    Spoiler:
    Potion of Ghostly Form
    Item B
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

    Spoiler:
    Masterwork Tools
    Item C
    Traits:
    Elite
    Tool To Acquire:
    Dexterity
    Disable 7
    Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    Spoiler:
    Belt of Incredible Dexterity
    Item 3
    Traits:
    Accessory
    Magic To Acquire:
    Dexterity 5
    Reveal this card to add 1 to your Dexterity check. You may play another item on this check.

    Spoiler:
    Wand of Scorching Ray
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Spoiler:
    Tome of Knowledge
    Item B
    Traits:
    Book
    Elite
    Magic To Acquire:
    Intelligence
    Knowledge 5
    Reveal this card to add 1d6 to a Knowledge check.
    Recharge this card to succeed at your Knowledge check.

    Allies
    Spoiler:
    Soldier
    Ally C
    Traits:
    Elite
    Human To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.

    Spoiler:
    Soldier
    Ally B
    Traits:
    Elite
    Human To Acquire:
    Strength
    Melee 8
    OR Charisma
    Diplomacy 6
    Recharge this card to add 1d4 to your Melee combat check.
    Discard this card to explore your location.

    Spoiler:
    Black Arrow Ranger
    Ally 3
    Traits:
    Human
    Ranger To Acquire:
    Wisdom
    Survival
    Charisma
    Diplomacy 7
    Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
    Discard this card to explore your location.

    Spoiler:
    Aldern Foxglove
    Ally 1
    Traits:
    Human
    Noble To Acquire:
    Charisma
    Diplomacy 4
    Banish this card to reduce damage dealt to a character at your location by 3.
    Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

    Spoiler:
    Grizzled Mercenary
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 6
    Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

    Blessings
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Desna
    Blessing B
    Traits:
    Desna
    Divine To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Spoiler:
    Blessing of Desna
    Blessing B
    Traits:
    Desna
    Divine To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Spoiler:
    Blessing of the Gods
    Blessing C
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Top of Blessing Discard Pile:

    Blessing of the Gods:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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: 28

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 2
    Spoiler:
    Blessing of Desna
    Blessing C
    Traits:
    Desna
    Divine To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Blessings Deck Card 3
    Spoiler:
    Blessing of Sarenrae
    Blessing C
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 4
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 5
    Spoiler:
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Constitution check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 6
    Spoiler:
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 7
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 8
    Spoiler:
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 9
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 10
    Spoiler:
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 11
    Spoiler:
    Blessing of the Gods
    Blessing C
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 12
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 13
    Spoiler:
    Blessing of Calistria
    Blessing C
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 14
    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 15
    Spoiler:
    Blessing of the Gods
    Blessing C
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 16
    Spoiler:
    Blessing of Desna
    Blessing B
    Traits:
    Desna
    Divine To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to recharge a card.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Blessings Deck Card 17
    Spoiler:
    Blessing of the Gods
    Blessing C
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 18
    Spoiler:
    Blessing of Torag
    Blessing C
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 19
    Spoiler:
    Blessing of Gorum
    Blessing C
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a combat Strength check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 20
    Spoiler:
    Blessing of Norgorber
    Blessing 3
    Traits:
    Divine
    Norgorber To Acquire:
    Bury any card
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 21
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 22
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 23
    Spoiler:
    Blessing of Iomedae
    Blessing C
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Charisma check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 24
    Spoiler:
    Blessing of Gorum
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a Strength-based combat check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 25
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Blessings Deck Card 26
    Spoiler:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Blessings Deck Card 27
    Spoiler:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Blessings Deck Card 28
    Spoiler:
    Blessing of Erastil
    Blessing C
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a combat Dexterity check.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Dam
    At This Location: You may not move or be moved from this location unless another character is present.
    When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here:

    Dam Card 1:
    Longsword +1
    Weapon B
    Traits:
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Dam Card 2:
    Fungal Savage
    Villain 3
    Type: Monster
    Traits:
    Plant
    Poison
    To Defeat:
    Constitution
    Fortitude
    Wisdom 7
    THEN Combat 17
    Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
    After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

    Dam Card 3:
    Donkey Rats
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 11
    After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
    If undefeated, damage dealt by the Donkey Rats is reduced to 1.

    Dam Card 4:
    Skeleton Horde
    Barrier C
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    Dam Card 5:
    Magic Full Plate
    Armor 3
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Combat damage dealt to you by 4.
    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.

    Dam Card 6:
    Wand of Scorching Ray
    Item 3
    Traits:
    Arcane
    Attack
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Dam Card 7:
    Ghoul
    Monster B
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Dam Card 8:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 7
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Dam Card 9:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8
    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.

    Dam Card 10:
    Falling Bell
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 10
    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.
    Nettlemaze
    At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
    When Closing: Summon and defeat a random monster.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Nettlemaze Card 1:
    Throwing Axe
    Weapon B
    Traits:
    Axe
    Elite
    Ranged
    Slashing To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Nettlemaze Card 2:
    Large Chest
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 10
    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.

    Nettlemaze Card 3:
    Ghoul
    Monster 2
    Traits:
    Elite
    Ghoul
    Undead
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, reset your hand and end your turn.

    Nettlemaze Card 4:
    Sneak
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Nettlemaze Card 5:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Nettlemaze Card 6:
    Goblin Pyro
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    Nettlemaze Card 7:
    Chime of Unlocking
    Item 2
    Traits:
    Magic
    Object To Acquire:
    Dexterity
    Disable 8
    Reveal this card to defeat a barrier with the Lock trait.

    Nettlemaze Card 8:
    Poison Trap
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Nettlemaze Card 9:
    Goblin Commando
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Nettlemaze Card 10:
    Attic Whisperer
    Monster 1
    Traits:
    Elite
    Undead
    To Defeat:
    Combat 10
    The Attic Whisperer is immune to the Mental and Poison traits.
    Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: Salim/NathanDavis,

    Wooden Bridge Card 1:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Wooden Bridge Card 2:
    Ameiko Kaijitsu
    Ally 1
    Traits:
    Bard
    Human
    Rogue To Acquire:
    Charisma
    Diplomacy 7
    Banish this card to add 1d6 to your check.
    Banish this card to return a card from your discard pile to your hand.

    Wooden Bridge Card 3:
    Poison Trap
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Wooden Bridge Card 4:
    Sneak
    Monster C
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Wooden Bridge Card 5:
    Elven Breastplate
    Armor 1
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Reveal this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Wooden Bridge Card 6:
    Acolyte
    Ally B
    Traits:
    Elite
    Human To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Wooden Bridge Card 7:
    Hand Chopper
    Barrier 3
    Traits:
    Trap
    To Defeat:
    Dexterity
    Disable 12
    If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
    If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

    Wooden Bridge Card 8:
    Acolyte
    Ally B
    Traits:
    Elite
    Human To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

    Wooden Bridge Card 9:
    Ogre
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

    Wooden Bridge Card 10:
    Ogre
    Monster 3
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:

    Warrens Card 1:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    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.

    Warrens Card 2:
    Bastard Sword +1
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Warrens Card 3:
    Venomous Dagger +2
    Weapon 3
    Traits:
    Knife
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
    When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

    Warrens Card 4:
    Poison Trap
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Warrens Card 5:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to give a card to another character at any location.
    Discard this card to explore your location.

    Warrens Card 6:
    Rat Swarm
    Monster B
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

    Warrens Card 7:
    Saber-Toothed Tiger
    Ally C
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 8
    Recharge this card to add 1d6 to your combat check.
    Discard this card to explore your location.

    Warrens Card 8:
    Major Cure
    Spell 3
    Traits:
    Divine
    Healing
    Magic To Acquire:
    Wisdom
    Divine 8
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 10 check to recharge this card instead of discarding it.

    Warrens Card 9:
    Spyglass
    Item B
    Traits:
    Object To Acquire:
    Wisdom
    Perception 4
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Warrens Card 10:
    Pit Trap
    Barrier B
    Traits:
    Trap
    To Defeat:
    Wisdom
    Perception 7
    OR Dexterity
    Acrobatics 8
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Shrine to Lamashtu
    At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
    When Closing: Succeed at a Divine 6 check or banish a blessing.
    When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Urgraz/Yewstance,

    Shrine to Lamashtu Card 1:
    Grazuul
    Monster 3
    Traits:
    Aquatic
    Fighter
    Giant
    Troll
    To Defeat:
    Combat 16
    Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.

    Shrine to Lamashtu Card 2:
    Poison Trap
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Shrine to Lamashtu Card 3:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    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.

    Shrine to Lamashtu Card 4:
    Pit of Malfeshnekor
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
    After the encounter, banish the Pit of Malfeshnekor.

    Shrine to Lamashtu Card 5:
    Mirror Image
    Spell B
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 6
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    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.

    Shrine to Lamashtu Card 6:
    Zombie Giant
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13
    The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.

    Shrine to Lamashtu Card 7:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Shrine to Lamashtu Card 8:
    Blessing of Shelyn
    Blessing B
    Traits:
    Divine
    Shelyn To Acquire:
    Wisdom 4
    OR Divine 5
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a noncombat Wisdom check.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Shrine to Lamashtu Card 9:
    Blessing of Pharasma
    Blessing C
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Shrine to Lamashtu Card 10:
    Muck Graul
    Monster 3
    Traits:
    Plant
    Ogrekin
    To Defeat:
    Combat 15
    Muck Graul is immune to the Acid trait.
    Add 1 die to checks to defeat Muck Graul with the Fire trait.
    If the check to defeat does not have the Fire trait, Muck is undefeated.
    If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.

    Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/khazkhaz, Yoon/dinketry,

    Deeper Dungeons Card 1:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Deeper Dungeons Card 2:
    Poison Trap
    Henchman C
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Deeper Dungeons Card 3:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.
    Recharge this card to succeed at your Stealth check.

    Deeper Dungeons Card 4:
    Explosive Runes
    Barrier C
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence
    Arcane 8
    OR Dexterity
    Acrobatics 10
    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.

    Deeper Dungeons Card 5:
    Sneak
    Monster B
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
    Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

    Deeper Dungeons Card 6:
    Carrionstorm
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Deeper Dungeons Card 7:
    Dagger +1
    Weapon 1
    Traits:
    Finesse
    Knife
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    Shimmerglens
    At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
    When Closing: Succeed at a Wisdom or Divine 8 check.
    When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
    M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: Ezren/Hawkmoon,

    Shimmerglens Card 1:
    Poison Trap
    Henchman B
    Type: Barrier
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 5
    If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
    If defeated, you may immediately attempt to close your location.

    Shimmerglens Card 2:
    Cat
    Ally 3
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom
    Survival
    Intelligence
    Arcane 8
    Reveal this card to add 2 to your check to recharge a spell.
    Discard this card to explore your location.

    Shimmerglens Card 3:
    Ogre
    Monster C
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

    Shimmerglens Card 4:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    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.

    Shimmerglens Card 5:
    Detect Evil
    Spell C
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 4
    During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
    If you do not have the Divine skill, banish this card.
    Succeed at a Divine 6 check to recharge this card instead of discarding it.

    Shimmerglens Card 6:
    Speed
    Spell 1
    Traits:
    Arcane
    Divine
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Shimmerglens Card 7:
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Shimmerglens Card 8:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    Shimmerglens Card 9:
    Zombie Horde
    Barrier 2
    Traits:
    Elite
    Skirmish
    Undead
    Zombie
    To Defeat:
    None
    Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

    Shimmerglens Card 10:
    Acolyte
    Ally B
    Traits:
    Elite
    Human To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 6
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.


    Correction: it is currently Salim’s turn.


    Deck Handler // Searching for: Armor 6

    As the fungus begins to spread, Salim makes for the bridge, looking for an exit. The way seems clear so far, as if by a divine hand, if Salim subscribed to those kinds of things.

    Encounter and Auto-Acquire Blessing of the Gods

    Discard Dandy Brute to Explore

    As the fungus continues to expand, Salim's companion, the Dandy Brute rushes out of the darkness with Ameiko Kaijitsu in tow.

    Acquire Diplomacy 7: 1d8 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14

    "I thought I sent you out of this place," Salim chides. "You'd better come with me."

    "I guess I don't have a choice," she says catching her breath.

    Discard BotG to Explore and Encounter Poison Trap

    Poison Trap Check to Defeat: 5 + 1d6 + 3 ⇒ 5 + (1) + 3 = 9

    Just then, the fungus reaches the rope and wood bridge. "If it crosses this chasm, no one is safe. Ameiko, take this blade and run. You need to cut the bridge when you get across. I'll find another way!"

    Banish Ameiko Kaijitsu and Recharge Captain's Cutlass

    Dexterity 9: 1d8 + 2 + 1d8 + 1d6 + 1d6 ⇒ (6) + 2 + (4) + (5) + (6) = 23

    With that, she's off. Salim puts on his recharged Quick-Change Mask to keep from breathing in the spores, activating a little empowering magic that Balazar imbued on the thing.

    Display Balazar's Eloquence

    Close Dexterity, now Diplomacy 6: 1d8 + 3 + 3 ⇒ (4) + 3 + 3 = 10

    Just as the fungus is about to catch him, Salim drops buries his Shackles of Compliance. For a moment the fungus spreads across the the shackles and doesn't reach for the man. That's all the time Salim needs. Recharge BotG, per location power

    Salim wrote:

    Hand: Striking Wing Scimitar, Candle of Comity, Cure, Blessing of Erastil, Disrupting Rapier + 1, Court Knight,

    Displayed:
    Deck: 10 Discard: 1 Buried: 1
    Notes: Blessing available. And Cure if needed.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [X] +1 [X] +2 [ ] +3 [ ] +4
    (Finesse) Melee: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d6 [ ] +1
    Knowledge: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Divine: Wisdom +0
    Charisma d8 [X] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +2

    Die Bumps: 2
    Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [X] Acquire an ally that lists Diplomacy in its check to acquire.
    [ ] Close a location on the first turn of a scenario.
    Favored Card: Weapon
    Hand Size 5 [X] 6
    Proficient with: Weapons Light Armors
    Powers:
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
    [X] Add 1d4 ([X] 1d8) to your non-combat check against a bane.

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