[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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Obsidian Entertainment

URGBOT!

Out of turn: Recharge Blessing of the Archdevils.

Abadarday

Recharge Divine Fortune, Divine 13: 1d8 + 1 + 1d6 ⇒ (7) + 1 + (2) = 10 Discarded

Urgraz sees a firey healing power building in Yoon, thinks about stealing it for himself, then thinks better of it. Examine the top of Yoon's Deck: Cauterize, leaves it in place.

That shield will be a better prize he ponders as a Skullripper creeps up behind foolish the girl wondering at her new shield "toy.". He weighs the relative value of her unusual powers against the satisfaction he might briefly feel as the chittering mass of bones rips her apart. Today, she has value.

"You'll be wanting to duck," he says nonchalantly. She just barely notices Urgraz coming at her with the massive giant's club, and leaps out of the way in the nick of time. mores the pity

Reveal Mokmurian's Club and discard Blessing of the Gods from the top of his deck

Combat 14: 1d8 + 5 + 1d10 + 2 + 1d6 + 1 ⇒ (7) + 5 + (4) + 2 + (6) + 1 = 25

Mokmurian's Club Power: Recharge Random from Discard, Blessing of Mazmezz

Shards of skull and bone fly out from the doomed creature as Urgraz, pounds it into pieces.

Feeling properly worked out and nursing the disappointment of passing up a chance for betrayal, Urgraz draws on the rejuvinating power of his buried Aegis of Recovery.

Shuffle in Cards: 1d4 + 1 ⇒ (4) + 1 = 5 Shuffle in Divine Fortune, Blessing of Mazmezz, Sinderbos (Redeemed), Imp, Blessing of Dispater

Urgraz wrote:

Hand: Blessing of Mazmezz, Torch, Blessing of Dispater, Mokmurian's Club, Ring of the Hellion (Redeemed), Menacing Backsword +1,

Displayed:
Deck: 8 Discard: 3 Buried: 3
Notes: All characters are also free to use my blessings (Blessing of Dispater adds 2 dice at my location, Mazmezz: adds 2 dice to any check to defeat a monster, or 3 dice if each character at my location discards 1d4 cards.).

Scenario Power: Discard Torch


Deck Handler // Searching for: Armor 6

Salim decides not to bury Blessing of the Lady of Graves

Start of turn, Examine Ezren's top card: Mistform. Exchanges the Blessing of the Lady of Graves with Mistform. Now there's no blessings in hand, Salim draws Magic Studded Leather

Give Card: Salim gives Ezren the Magic Studded Leather.

TLDR: Magic Studded Leather is now in Ezren's hand and Blessing of the Lady of Graves is on the top of his deck.

Blessing of the Lady of Graves:
Traits
Divine
Undead
Pharasma

Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom dice and add or subtract up to that amount from her result.

Discard this card or add 2 dice to any check that invokes the Undead trait.

Bury this card or examine your location deck, then shuffle it.

When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard it instead.

Magic Studded Leather:
Traits
2-Handed
Bow
Magic
Piercing
Ranged

Powers
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.

Salim and Ezren huddle up and exchange equipment and knowledge. With that, Salim feels prepared to lock down with the Stone Head with Ezren's mist magic. Bury Mistform

Recharge Evangelist and Captain's Cutlass

Close Dexterity 10: 1d8 + 2 + 1d4 + 1d6 ⇒ (7) + 2 + (4) + (2) = 15 CLOSED

Salim gets Ezren out of the way in time for the place to collapse within itself.

Salim rushes to the Guard Tower to get ready to fight some Bandits anything else that comes his way. Recharge Striking Wing Scimitar

Salim wrote:

Hand: Quick-Change Mask, The Melted Blade, Snakeskin Tunic, Disrupting Rapier + 1, Sorrowsoul, Fortune-Teller, Celestial Armor,

Displayed:
Deck: 8 Discard: 4 Buried: 2
Notes:

Discard Disrupting Rapier + 1

Salim wrote:

Hand: Quick-Change Mask, The Melted Blade, Snakeskin Tunic, Sorrowsoul, Fortune-Teller, Celestial Armor,

Displayed:
Deck: 8 Discard: 5 Buried: 2
Notes: Sorrowsoul at my Guard Tower

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 [X] +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.
☑ 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 ☑ 6 ☑ 7
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)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait andan adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (□ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Ezren's Hand || Ezren's Deck

The hour is Norgorber.

Ezren heads to the City Gate.

Free exploration: Potion of Healing
Someone left this healing potion lying around. I'll take it.
Robe of Runes
Intelligence 5: 1d12 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Acquired

Discard Vreva Jhafae to explore: Headband of Alluring Charisma
Ezren sees a headband too.
Charisma 5: 1d6 + 1d6 ⇒ (6) + (5) = 11
Acquired
He takes it.

Magical acquisition exploration: Short Sword +1
But this sword is of no use.
Strength 7: 1d6 ⇒ 6
Failed
Banished

Discard Blessing of Irori to explore: Shalelu Andosana
An elven ranger? Here to help?
Headband of Alluring Charisma
Charisma 7: 1d6 + 1 ⇒ (3) + 1 = 4
But she is too busy to join us.

Play Potion of Healing on Urgraz.
Heal: 1d4 ⇒ 2

End my turn.

I'll discard the crossbow, headband, and armor.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-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 (☐ or recharge it).
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) (☐3) (☐4)to your check to recharge a card.
☑If you play a spell to evade a monster, you may put the monster on the bottom of the deck.
☑Add 2 (☐ 4) to your check to acquire a spell (☐ or ally).
☐At the start of your turn, you may discard a card to draw a card.

Hand: Robe of Runes, Wand of Enervation, Entice, Invisibility, Scorching Ray, Volcanic Storm, Blessing of the Lady of Graves
Deck: 7 Discard: 9 Buried: 2 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 3/4


During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.
Additional Rules:

Villain:
Leaura
Spoiler:
Villain 5
Type: Monster

Traits:
Changeling
Fighter

To Defeat:
Combat 25
THEN
Combat 25

Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.

Henchman:
Stone Head
Spoiler:
Henchman 5
Type: Barrier

Traits:
Trap
Magic

To Defeat:
Combat Disable 16

You may bury a spell to defeat the Stone Head; otherwise, when you defeat the Stone Head, it deals 1d4-1 Electricity damage to each character at this location.
If undefeated, you may put the Stone Head on top of this location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 12, Yoon/dinketry

Random Cards:

Monsters
Spoiler:
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.

Spoiler:
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.

Spoiler:
Stone Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.

Spoiler:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.

Spoiler:
Werewolf
Monster C
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.

Barriers
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:
Circles of Binding
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13
If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.

Spoiler:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of 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.

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:
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.

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.

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:
Giantbane Dagger +1
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
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, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spoiler:
Flaming Ranseur +3
Weapon 5
Traits:
2-Handed
Magic
Melee
Polearm
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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:
Restoration
Spell 4
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Fiery Weapon
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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:
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.

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:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire 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.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Reflecting Shield
Armor 4
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 7
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire 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:
Headband of Epic Intelligence
Item 5
Traits:
Accessory
Magic To Acquire:
Intelligence 7
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.

Spoiler:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Spoiler:
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.

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:
Magic Spyglass
Item 4
Traits:
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Allies
Spoiler:
Elven Sharpshooter
Ally 5
Traits:
Elf
Ranger To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.

Spoiler:
Pyromaniac Mage
Ally 5
Traits:
Human
Wizard To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.

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:
Sacred Killer
Ally 5
Traits:
Half-Orc
Rogue To Acquire:
Dexterity
Stealth 11
OR Charisma
Diplomacy 13
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current 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 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 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:
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 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.

Top of Blessing Discard Pile:

Blessing of Iomedae:
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 Remaining: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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:
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 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 4 /
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:
Blessings Deck Card 5 /
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.
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 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 8 /
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 9 /
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.
Spoiler:
Blessings Deck Card 10 /
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 11 /
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 12 /
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 13 /
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 14 /
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:
Blessings Deck Card 15 /
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:
Blessings Deck Card 16 /
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 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 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 19 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Urgraz/Yewstance, Yoon, Ezren

City Gate Card 1:
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.

City Gate Card 2:
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.

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

Festering Maze of Sloth
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Salim, Stone Head, Leaura

Guard Tower Card 1:
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.

Guard Tower Card 2:
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.

Guard Tower Card 3:
Leaura
Villain 5
Type: Monster
Traits:
Fighter
Changeling
To Defeat:
Combat 25
THEN Combat 25
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.

Guard Tower Card 4:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Guard Tower Card 5:
Wand of Treasure Finding
Item 5
Traits:
Arcane
Magic
Wand To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Guard Tower Card 6:
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.

Guard Tower Card 7:
Stone Head
Henchman 5
Type: Barrier
Traits:
Magic
Trap
To Defeat:
Combat
Disable 16
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Guard Tower Card 8:
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.

Guard Tower Card 9:
Stone Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.

Guard Tower Card 10:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Magic To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

Guard Tower Card 11:
Shortspear +3
Weapon 4
Traits:
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.
Warrens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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: I fixed Yoon's hand to account for the appropriate place where she has been discarding cards from (not the top of her deck).

Yoon wrote:

Hand: Kinetic Blast, Vril Staff, Winged Shield, Gom-Gom, Primal Attunement

Displayed:
Deck: 10 Discard: 4 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 [X] +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), ([X] you may recharge the card instead, and) 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.
Role: Herald of Gom-Gom - [X] You may reveal the item Gom-Gom to gain the skill Diplomacy: Charisma +4 until the end of the turn.

Top card of the blessings discard: Blessing of Iomedae.

Yoon looks with interest as Urgraz pounds a monstrous horror into submission, then gets distracted again by her new shiny shield.

"See, Gom-Gom! It has wings on it!"

Yoon pokes around the gate a bit more.

Free explore and encounter Ogre. Reveal Vril Staff for bonus. Discard Recharge Cauterize for a bonus.

Combat (14) Check: 1d10 + 2 + 3 + 1d8 + 1d6 + 2d4 ⇒ (4) + 2 + 3 + (2) + (6) + (1, 2) = 20 SUCCESS!

A lumbering ogre opens the gate with a dull expression and club. Yoon's eyes light up again.

"Urgraz! Behind you!"

As the dwarf turns, Yoon melts the creature's face, collapsing it into a shuddering heap of flames before it stills.

"Whew! That was close!" Yoon smiles.

End turn. Reset hand. Discard Winged Shield from hand.

Yoon wrote:

Hand: Kinetic Blast, Vril Staff, Sign of the Stranger, Gom-Gom, Primal Attunement

Displayed:
Deck: 9 Discard: 4 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 [X] +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), ([X] you may recharge the card instead, and) 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.
Role: Herald of Gom-Gom - [X] You may reveal the item Gom-Gom to gain the skill Diplomacy: Charisma +4 until the end of the turn.


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

Off turn; Ezren's Potion of Healing causes Urgraz to randomly shuffle Harrow Deck and Merchant from his discard pile into his deck.

==========

Urgraz dodges aside as the kineticist's fire-magics narrowly miss him to strike at the Ogre behind him, gritting his teeth in a growl. And yet, his mouth twists into a sinister smile, finding a certain camaraderie, of all things, with all people, with the sadistic tendencies of that little girl as they watch the ogre writhe and scream as it's immolated.

Shame that only makes fuels his need for chaos, and camaraderie is such a wonderful illusion to shatter. Ah, memories... Urgraz's symbol of Mazmezz - hidden under his armor - burns hotly, gloriously, against his chest.

"Well spotted, young sorceress." Urgraz commends Yoon, feigning ignorance of his knowledge of what she truly is.

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

Urgraz uses the Adventure Reward, examining the top card of Ezren's deck: Crystal Ball.
Urgraz swaps it with his Menacing Backsword +1. (My reasoning is that Ezren is almost certainly not going to have 2 more turns, and so there's no other chance of the excellent Crystal Ball being fully utilized.)

The ageing wizard offers Urgraz a sip of healing potion, given the hits he'd taken from the Thassilonian defenses. The Duergar downs the whole draught in one gulp, returning the empty vial to Ezren... and quietly relieving him of a valuable magical orb via a simple distraction spell. Urgraz smiles at the thought of Ezren's growing concern as he looks around for it later.

Urgraz discards Ring of the Hellion (Redeemed) to examine the top card of his location.
City Gate Card 2: Heavy Crossbow

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.
Not worth my turn or my time. :)

Dark whispers drive Urgraz to move on to more promising terrain.

Urgraz moves to the Guard Tower, and takes his free exploration.
Guard Tower Card 1: Cat

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.
Urgraz discards the top card of his deck (Divine Fortune) to add 1d6+1 to his Wisdom check.
Wisdom 8: 1d8 + 1d6 + 1 ⇒ (5) + (4) + 1 = 10 -> Cat acquired.

Urgraz discards Crystal Ball to examine and re-order the top three cards of the Guard Tower, then explore.
Guard Tower Card 2: Warhammer +1
Guard Tower Card 3: Leaura (VILLAIN)
Guard Tower Card 4: Trapped Spellbook

Nice! Urgraz places Trapped Spellbook on top, followed by Leaura and placing Warhammer +1 at the bottom of the three, then takes an exploration from Crystal Ball to encounter the Trapped Spellbook.
Guard Tower Card 4: Trapped Spellbook

Trapped Spellbook:

Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.
Urgraz discards the top card of his deck (Blessing of Maat) to add 1d6+1 to his Divine check.
Urgraz discards Blessing of Dispater to add 2 dice to his check. Since we're boon hunting, I will allow the consequence of Blessing of Dispater's corrupted penalty to apply, and Urgraz shuffles Cat into the Guard Tower.

Divine 15: 3d8 + 1 + 1d6 + 1 ⇒ (4, 5, 8) + 1 + (1) + 1 = 20 -> Trapped Spellbook defeated.
Random Spells: 1d4 ⇒ 3 -> Urgraz draws Haste, Restoration and Fiery Weapon from the box.
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.
Restoration:

Spell 4
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Fiery Weapon:

Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

As Urgraz separates himself from the group, briefly, a curious black cat crosses his path. As he approaches, making to kick the strange thing; it turns and shrieks oddly - its jaw unhinging to reveal some awful, otherworldly horror wearing its skin, speaking in guttural, long forgotten - or never known? - tongues and syllables. The Duergar finds himself taking a few steps back, the aberration changeling disappearing into thin air... and yet its words linger curiously on Urgraz's mind. Somehow, they gift him with... malign inspiration, spells coming to the forefront of his mind. Yes...

The Guard Tower is shuffled, with all cards but card #4 still in it, since I shuffled the Cat back.
Urgraz banishes Haste to explore his location.
Guard Tower Card # (4 == 11): 1d10 ⇒ 7
Guard Tower Card 7: Stone Head

Stone Head:

Henchman 5
Type: Barrier
Traits:
Magic
Trap
To Defeat:
Combat
Disable 16
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.
Urgraz buries Fiery Weapon to defeat the Stone Head, but does not close the location.

Urgraz tries out some of his new spells, turning back to where some busts still try to pin them down through volleys of magic, until one suddenly explodes into rocky shrapnel as the Antipaladin forces enormous amounts of heat and force into its visage.

Urgraz ends his turn and resets his hand. He has 7 cards in discard, and so the scenario rule does not apply.

Urgraz wrote:

Hand: Blessing of Mazmezz, Restoration, Mokmurian's Club, Sinderbos (Redeemed), Lockpick Shield, Blessing of Mammon,

Displayed:
Deck: 5 Discard: 7 Buried: 4
Notes: All characters are free to use my blessings (BoMammon adds 2 dice no matter what. BoMazmezz adds 2 dice to any check to defeat a monster, or 3 dice if each character at my location discards 1d4 cards.).

Restoration can and should be used by anyone who wants to have an extended turn by drawing 2 bonus cards. Good for exploration-heavy characters, or just to set you up in case you find the villain or a good boon.

If the villain is fought, feel free to bot one of the combat checks from Urgraz (Mokmurian's Club, discarding another card, and Blessing of Mammon for +2 dice, and discarding the top card of his character deck. 3d8+7+2d10+2+1d6+1), then I recommend using Blessing of Mazmezz for the full 3 dice on the second combat check.

Skills and Powers:
SKILLS

Strength d8 [X] +1 [X] +2 [X] +3 [X] +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 [ ] 7
Proficient with: All
Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.

ADDITIONAL REWARDS:

Spoiler:

Adventure 4 Reward: For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Die Bumps remaining: 3

Guard Tower cards 4 and 7 were banished, the rest are shuffled.
Urgraz has support to offer.
Ezren's Crystal Ball (atop his deck) has been replaced with Menacing Backsword +1.


During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.
Additional Rules:

Villain:
Leaura
Spoiler:
Villain 5
Type: Monster

Traits:
Changeling
Fighter

To Defeat:
Combat 25
THEN
Combat 25

Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.

Henchman:
Stone Head
Spoiler:
Henchman 5
Type: Barrier

Traits:
Trap
Magic

To Defeat:
Combat Disable 16

You may bury a spell to defeat the Stone Head; otherwise, when you defeat the Stone Head, it deals 1d4-1 Electricity damage to each character at this location.
If undefeated, you may put the Stone Head on top of this location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 14, Salim/NathanDavis

Random Cards:

Monsters
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:
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:
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:
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:
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.

Barriers
Spoiler:
Circles of Binding
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13
If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.

Spoiler:
Arcane Lock
Barrier 4
Traits:
Arcane
Lock
Magic
To Defeat:
Intelligence
Arcane 13
OR Combat 26
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the 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:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of 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:
Icy Longspear +1
Weapon C
Traits:
2-Handed
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

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:
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:
Greatclub +3
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; 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.

Spoiler:
Vicious Trident +1
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.

Spells
Spoiler:
Restoration
Spell 4
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 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:
Disintegrate
Spell 5
Traits:
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 14
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 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:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6
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.

Armors
Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire 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.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire 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.
If you are proficient with heavy 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.

Spoiler:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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.

Items
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.

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
Fire
Ranged 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:
Headband of Inspired Wisdom
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom 7
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.

Allies
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.

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:
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.

Spoiler:
Clockwork Librarian
Ally 4
Traits:
Automaton To Acquire:
Intelligence
Knowledge 11
Recharge this card to add 2d8 to your Intelligence or Knowledge check.
Recharge this card to succeed at your check to acquire a spell.

Spoiler:
Shaman
Ally 5
Traits:
Cleric
Divine
Half-Orc To Acquire:
Charisma
Diplomacy 9
OR Wisdom
Divine 7
Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
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 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:
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:
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.

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: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck 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.
Spoiler:
Blessings Deck Card 2 /
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:
Blessings Deck Card 3 /
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.
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 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 6 /
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 7 /
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.
Spoiler:
Blessings Deck Card 8 /
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 9 /
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 10 /
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 11 /
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 12 /
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:
Blessings Deck Card 13 /
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:
Blessings Deck Card 14 /
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 15 /
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 16 /
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 17 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon, Ezren

City Gate Card 1 (Heavy Crossbow):
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.

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

Festering Maze of Sloth
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Salim, Urgraz, Leaura, Cat, Warhammer +1

Guard Tower Card 1:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Magic To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

Guard Tower Card 2:
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.

Guard Tower Card 3:
Shortspear +3
Weapon 4
Traits:
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

Guard Tower Card 4:
Stone Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.

Guard Tower Card 5:
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.

Guard Tower Card 6:
Wand of Treasure Finding
Item 5
Traits:
Arcane
Magic
Wand To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Guard Tower Card 7:
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.

Guard Tower Card 8:
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.

Guard Tower Card 9:
Leaura
Villain 5
Type: Monster
Traits:
Fighter
Changeling
To Defeat:
Combat 25
THEN Combat 25
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.
Warrens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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:


Deck Handler // Searching for: Armor 6

Another Day of the Gods

Start of Turn, No Blessing: Draw Dreamstalker

Start of Turn Adventure Reward: Examine Urgraz's top card of the deck: Merchant. Exchange Merchant with Snakeskin Tunic

Snakeskin Tunic:
Traits
Light Armor
Magic

Powers
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 deal to you to 0; if proficient with light armors, bury it instead

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

The Merchant trailing behind Urgraz decides to follow the vaguely more pleasant Salim, and seems to think that leaving behind some armor might make up for his desertion.

Just then, a Bandit tries to attack Salim.

Start of Turn, Bandit at location. Bandit Recharges Celestial Armor. Reveal The Melted Blade

Combat 8: 1d8 + 4 + 2d4 + 5 ⇒ (8) + 4 + (4, 4) + 5 = 25

The Bandit falls easily to Salim's blade.

Monster Defeat: Shuffle in Psychometrist

The Revealed Fortune Teller seems to think that there are some worthwhile boons within the Tower.

In fact there is a Necklace of Fireballs for the taking. But it holds little interest for Salim. Intelligence 9: Autofail. I think Item 4s are no longer on anybody's list.

Discard Sorrowsoul to explore.

The Sorrowsoul seems to be very interested in some Warhammer +1, but Salim leaves him to it. Strength 9: Autofail.

Discard Merchant to explore.

However, the Merchant does find something nice inside the same armory, a Shortspear +3.

Recharge Quick-Change Mask. Use Urgraz' Blessing of Mammon

Acquire Strength, now Diplomacy 13: 1d8 + 4 + 2d8 ⇒ (6) + 4 + (1, 6) = 17

Salim charms the Merchant into letting him carry the spear for him.

Discard Dreamstalker to move the top card from City Gate to Guard Tower, Examine and Encounter

Not understanding the nature of raiding an armory, the Dreamstalker grabs the Heavy Crossbow from the City Gate and brings it.

Acquire Dexterity 7: 1d8 + 4 ⇒ (4) + 4 = 8

Salim decides that he'll find some use for it. And decides to await Ezren before delving further.

Discard large enough to ignore scenario power

Salim wrote:

Hand: Shortspear +3, The Melted Blade, Heavy Crossbow , Striking Wing Scimitar, Cure, Fortune-Teller, Blessing of Eternal Rose,

Displayed:
Deck: 7 Discard: 7 Buried: 2
Notes:

On Ezren's Turn: Display an Discard Cure to heal Urgraz

Shuffle in Cards into Urgraz's deck: 1d4 + 1 ⇒ (4) + 1 = 5 Nice!

Recharge Striking Wing Scimitar to move to City Gate

Salim ironically gives some of Pharasma's healing power to Urgraz, who's probably faking a wound. Then rushes back to City Gate to cut off any possible escape for the Runelord's servant (since Ezren's arrival means that everything is well in hand.

Salim wrote:

Hand: Shortspear +3, The Melted Blade, Heavy Crossbow , Fortune-Teller, Blessing of Eternal Rose,

Displayed:
Deck: 8 Discard: 8 Buried: 2
Notes: Can add 1d4 to one combat check at Guard Tower and Blessing Freely Available
Blessing of Eternal Rose:
Traits
Divine
Shelyn

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

Recharge this card to add 2 dice to any Diplomacy check.

Discard this card to explore your location. During this exploration, add 2 dice to your Diplomacy checks.

After you play this card, if the top card of the blessings discard pile has the Shelyn trait, you may draw a card or you may recharge this card.


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 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
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.
☑ 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 ☑ 6 ☑ 7
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)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait andan adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (□ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


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

Off turn: Urgraz discards Blessing of Mammon for Salim, recharging Sinderbos (Redeemed) to his power to ignore the corrupted trait on it.

Urgraz is healed for a full 5 cards - thanks! Urgraz randomly shuffles 5 cards (Divine Fortune, Torch, Crystal Ball, Blessing of Maat, Blessing of Dispater) into his deck, clearing his recharged pile and top-of-deck. Since that's a pretty good suite of cards...

Urgraz discards Restoration (he won't attempt to recharge it, as he can't pass) to draw 2 cards (Sinderbos (Redeemed), Harrow Deck). Not that impressive, but I suppose I'll do what I can.

Urgraz buries Harrow Deck to examine the top 3 cards of the Guard Tower, and reorder them...
Guard Tower Card 4: Stone Giant
Guard Tower Card 5: Vale Temros
Guard Tower Card 6: Wand of Treasure Finding

I will let Ezren re-order them in an order of his choosing, since its his turn anyway. I really would like that Item 5 a lot, though!

Urgraz wrote:

Hand: Blessing of Mazmezz, Sinderbos (Redeemed), Mokmurian's Club, Lockpick Shield,

Displayed:
Deck: 9 Discard: 4 Buried: 5
Notes: BoMazmezz is free to use, and adds 2 dice to any check to defeat a monster, or 3 dice if each character at my location discards 1d4 cards.

If the villain is fought, feel free to bot one of the combat checks from Urgraz.

Skills and Powers:
SKILLS

Strength d8 [X] +1 [X] +2 [X] +3 [X] +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 [ ] 7
Proficient with: All
Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.

ADDITIONAL REWARDS:

Spoiler:

Adventure 4 Reward: For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Die Bumps remaining: 3

Ezren must choose how to re-order the top 3 cards, as I'm passing the decision onto him.


During Urgraz's turn, Guard Tower 1-3 may be reordered.

During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.
Additional Rules:

Villain:
Leaura
Spoiler:
Villain 5
Type: Monster

Traits:
Changeling
Fighter

To Defeat:
Combat 25
THEN
Combat 25

Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.

Henchman:
Stone Head
Spoiler:
Henchman 5
Type: Barrier

Traits:
Trap
Magic

To Defeat:
Combat Disable 16

You may bury a spell to defeat the Stone Head; otherwise, when you defeat the Stone Head, it deals 1d4-1 Electricity damage to each character at this location.
If undefeated, you may put the Stone Head on top of this location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 15, Ezren/Hawkmoon

Random Cards:

Monsters
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:
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.

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.

Spoiler:
Hill Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

Spoiler:
Mummy
Monster 5
Traits:
Mummy
Undead
To Defeat:
Combat 21
The Mummy is immune to the Cold and Poison traits.
Add 1d8 to attempts to defeat the Mummy with the Fire trait.
If undefeated, after the encounter, bury your discard pile.

Barriers
Spoiler:
Locked Stone Door
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Spoiler:
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.

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:
Invasion Plans
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

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.

Weapons
Spoiler:
Acidic Sling +3
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait.

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:
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:
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:
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:
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:
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:
Restoration
Spell 4
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 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:
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.

Armors
Spoiler:
Magic Studded Leather Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5
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 light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire 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.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Lesser Bolstering Armor
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
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:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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.

Items
Spoiler:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth 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:
Greater Luckstone
Item 4
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5
Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

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:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Magic To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

Allies
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.

Spoiler:
Mayor Kendra Deverin
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.

Spoiler:
Lizard
Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
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.

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 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 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:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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: 16

Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card 1
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 2
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 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 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 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 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 7
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.
Blessings Deck Card 8
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 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 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 11
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 12
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 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 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 15
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 16
Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Hawkmoon, Salim/NathanDavis, Yoon/dinketry,

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

Festering Maze of Sloth
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Urgraz/Yewstance, Leaura, Cat

Guard Tower Card 1 (Stone Giant):
Stone Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.

Guard Tower Card 2 (Vale Temros):
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.

Guard Tower Card 3 (Wand of Treasure Finding):
Wand of Treasure Finding
Item 5
Traits:
Arcane
Magic
Wand To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Guard Tower Card 4:
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.

Guard Tower Card 5:
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.

Guard Tower Card 6:
Leaura
Villain 5
Type: Monster
Traits:
Fighter
Changeling
To Defeat:
Combat 25
THEN Combat 25
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.
Warrens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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:


Ezren's Hand || Ezren's Deck

We'll say the Wand is on top, then the Stone Giant, then Vale Temros.

At the start of his turn, Ezren examine's Yoon's deck and sees Blessing of Angradd. He leaves it there for Yoon.

Free exploration: Wand of Treasure Finding
Asking for a blessing here...
Wisdom 7: 1d8 + 1d8 ⇒ (7) + (3) = 10
Success
Acquired

Magical acquisition exploration: Stone Giant.[/b]
Play Entice to defeat and replace with an ally.
Arcane Robes
Arcane 13 to discard: 1d12 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Success
Discarded

Ending my turn.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-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 (☐ or recharge it).
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) (☐3) (☐4)to your check to recharge a card.
☑If you play a spell to evade a monster, you may put the monster on the bottom of the deck.
☑Add 2 (☐ 4) to your check to acquire a spell (☐ or ally).
☐At the start of your turn, you may discard a card to draw a card.

Hand: Robe of Runes, Wand of Enervation, Invisibility, Scorching Ray, Volcanic Storm, Wand of Treasure Finding, Blessing of the Lady of Graves
Deck: 7 Discard: 10 Buried: 3 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 3/4

Acquired card 3, banished card 1. New order is Random Ally then Vale Temros.


During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.
Additional Rules:

Villain:
Leaura
Spoiler:
Villain 5
Type: Monster

Traits:
Changeling
Fighter

To Defeat:
Combat 25
THEN
Combat 25

Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.

Henchman:
Stone Head
Spoiler:
Henchman 5
Type: Barrier

Traits:
Trap
Magic

To Defeat:
Combat Disable 16

You may bury a spell to defeat the Stone Head; otherwise, when you defeat the Stone Head, it deals 1d4-1 Electricity damage to each character at this location.
If undefeated, you may put the Stone Head on top of this location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 16, Yoon/dinketry

Random Cards:

Monsters
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:
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.

Spoiler:
Wyvern
Monster 4
Traits:
Dragon
To Defeat:
Combat 16
If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.

Spoiler:
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.

Spoiler:
Redcap
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12
If undefeated, shuffle the Redcap into a random open location deck.

Barriers
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.

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:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Spoiler:
Locked Stone Door
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Spoiler:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

Weapons
Spoiler:
Giantbane Dagger +1
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
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, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spoiler:
Dancing Scimitar +2
Weapon 5
Traits:
Finesse
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

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:
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:
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.

Spells
Spoiler:
Teleport
Spell 4
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 12
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 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:
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:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Blizzard
Spell 5
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Armors
Spoiler:
Chainmail of Cold Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Cold 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:
Reflecting Shield
Armor 4
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 7
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire 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:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard 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:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire 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.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Items
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:
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:
Spyglass
Item C
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:
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 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.

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:
Lizard
Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

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:
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.

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.

Blessings
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.

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 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.

Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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.

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: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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.
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 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 4 /
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 5 /
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.
Spoiler:
Blessings Deck Card 6 /
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 7 /
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 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.
Spoiler:
Blessings Deck Card 9 /
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 10 /
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:
Blessings Deck Card 11 /
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:
Blessings Deck Card 12 /
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 13 /
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 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis, Yoon/dinketry,

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

Festering Maze of Sloth
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Urgraz/Yewstance, Leaura, Cat
Card 1 is an unknown Ally

Guard Tower Card 1:
Charmed Red Dragon
Ally 4
Traits:
Dragon To Acquire:
Charisma
Diplomacy
Arcane
Divine 12
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Guard Tower Card 2 (Vale Temros):
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.

Guard Tower Card 3:
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.

Guard Tower Card 4:
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.

Guard Tower Card 5:
Leaura
Villain 5
Type: Monster
Traits:
Fighter
Changeling
To Defeat:
Combat 25
THEN Combat 25
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.
Warrens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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:


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

I personally feel that Blessing of Mazmezz would be a non-optimal blessing there. It buries itself unless I additionally recharge another card, and it's uniquely powerful for dealing with the villain. However, if neither Yoon nor Salim wishes to use their blessing, then Urgraz will.

Nice on grabbing the Item 5, though!


Deck Handler // Searching for: Armor 6

Always happy to get blessings out of my hand! Discarding Blessing of Eternal Rose

Salim wrote:

Hand: Shortspear +3, The Melted Blade, Heavy Crossbow , Fortune-Teller,

Displayed:
Deck: 8 Discard: 9 Buried: 2
Notes: Can add 1d4 to one combat check at Guard Tower and Blessing Freely Available

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 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
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.
☑ 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 ☑ 6 ☑ 7
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)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait andan adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (□ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Yoon Deck Handler

Top card of the blessings deck: Blessing of Desna. Examine top card of Salim - Arrow-Catching Studded Leather. Leave it there. Move to Guard Tower.

Yoon skips along happily from the gate and the Undeserving One to the tower where the rest of her friends have gathered.

Explore and encounter Charmed Red Dragon. Cool!

A huge shadow circles over the waif. She looks up curiously, seeing a massive pair of leathery wings beating in time, allowing the massive form of a red dragon to hover over her. A friend of fire! She offers up her stuffed owlbear.

"This is Gom-Gom!" she says to the dragon. "Wanna play?"

Discard Sign of the Stranger for a boost.

Diplomacy (12) Check: 2d8 + 4 ⇒ (6, 1) + 4 = 11 Using die bump! - SUCCESS!

The red dragon rears back to spout flames at Yoon then cocks its head at the curious owlbear and curls up next to the waif. The little girl blinks at her comrades-in-arms.

"See? He just wants to play!"

End turn. Reset hand. Discard Primal Attunement per scenario power.

Yoon wrote:

Hand: Kinetic Blast, Vril Staff, Charmed Red Dragon, Ambusher, Gom-Gom

Displayed:
Deck: 8 Discard: 7 Buried: 1
Notes: Die Bumps used: 3/3
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 [X] +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), ([X] you may recharge the card instead, and) 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.
Role: Herald of Gom-Gom - [X] You may reveal the item Gom-Gom to gain the skill Diplomacy: Charisma +4 until the end of the turn.


During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.
Additional Rules:

Villain:
Leaura
Spoiler:
Villain 5
Type: Monster

Traits:
Changeling
Fighter

To Defeat:
Combat 25
THEN
Combat 25

Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.

Henchman:
Stone Head
Spoiler:
Henchman 5
Type: Barrier

Traits:
Trap
Magic

To Defeat:
Combat Disable 16

You may bury a spell to defeat the Stone Head; otherwise, when you defeat the Stone Head, it deals 1d4-1 Electricity damage to each character at this location.
If undefeated, you may put the Stone Head on top of this location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 17, Urgraz/Yewstance

Random Cards:

Monsters
Spoiler:
Stone Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.

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:
Succubus
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

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:
Hill Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

Barriers
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:
Circles of Binding
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13
If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.

Spoiler:
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.

Spoiler:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Spoiler:
Disjunction Pulse
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15
If your check to defeate the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

Weapons
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:
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.

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:
Runechill Hatchet +2
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 13
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 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spells
Spoiler:
Teleport
Spell 4
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 12
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Mass Cure
Spell 4
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 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:
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:
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:
Lesser Bolstering Armor
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
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:
Reflecting Shield
Armor 4
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 7
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire 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:
Chainmail of Cold Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Cold 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 Studded Leather Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5
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 light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Wand of Treasure Finding
Item 5
Traits:
Arcane
Magic
Wand To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

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:
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:
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:
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.

Allies
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:
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:
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:
Eagle
Ally 4
Traits:
Animal To Acquire:
Wisdom
Survival 9
Place this card on top of your deck to examine the top card of a location deck.

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.

Blessings
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.

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 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 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 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.

Top of Blessing Discard Pile:

Blessing of Gorum:
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 Remaining: 14

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 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 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 5
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.
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 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 8
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 9
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 10
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 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 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 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis, Yoon/dinketry,

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

Festering Maze of Sloth
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Urgraz/Yewstance, Leaura, Cat

Guard Tower Card 1 (Vale Temros):
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.

Guard Tower Card 2:
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.

Guard Tower Card 3:
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.

Guard Tower Card 4:
Leaura
Villain 5
Type: Monster
Traits:
Fighter
Changeling
To Defeat:
Combat 25
THEN Combat 25
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.
Warrens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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:


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

As mentioned in Hangouts, you can reveal a card to a power (such as a character power) and also play the card for its own power on the same check, so you can reveal Gom-Gom to add 1d4 to your Diplomacy check, saving you the need for the die bump. I also mentioned it in another post in this gameplay thread where I went into a little more detail (though I also said "turn" when I meant "check" in that post).

Also, though not shown in the update, Yoon is at the Guard Tower.

Also, I think Yoon should have drawn Blessing of Angradd, since Ezren left it on top of her deck during his turn?

=============

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

Urgraz uses the Adventure Reward, examining the top card of Yoon's deck: Wayfinder.
Urgraz swaps it with his Lockpick Shield.
I'd have put a blessing or a spell on there, since Yoon can add 2d4 to a combat check at virtually no cost if there's a spell or blessing atop her deck, but Blessing of Mazmezz is too valuable right now.

Urgraz summons and encounters a Bandit

Bandit:
Henchman B
Type: Monster
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.

Urgraz recharges Sinderbos (Redeemed), then reveals Mokmurian's Club and auto-defeats the Bandit, randomly recharging Blessing of Mammon from his discard pile from Mokmurian's Club's power.

Urgraz stares in shock as the little girl somehow manages to sway a dragon - an adolescent one, but a dragon nonetheless - to her side. What power! Urgraz will have to amend his plans, perhaps, to ensure that his long-awaited treachery succeeds.

The moment of wonder soon passes; a new wave of guards rushing at him.

Urgraz remains at the Guard Tower, and takes his free exploration.
Guard Tower Card 1: Vale Temros

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.
Urgraz uses his Melee skill. Vale Temros auto-acquired.

Urgraz laughs at their suicidal stratagem, using his magics to Enlarge Person and swings the vast club as large as his normal self is with power and precision; crushing the ribs, skulls and spines of any foolish enough to come close. He laughs, drinking in the death, the violence, the pain. He ruptures their well-crafted armor into useless scrap, pounding furiously!

Urgraz discards Vale Temros to explore his location.
Guard Tower Card 2: Shield of Fire Resistance

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.
Fortitude 6: 1d10 + 2 ⇒ (1) + 2 = 3 -> Failed. Shield of Fire Resistance banished.

I've barely got anything in my hand, so I can't even fully utilize my Mokmurian's Club if I try to explore again with Wayfinder, so I'd better leave the villain to someone else and try to restock a hand full of blessings.
Urgraz recharges Wayfinder to move to the City Gate, then ends his exploration phase. He summons and encounters a Bandit henchman to attempt to close the City Gate.

Bandit:
Henchman B
Type: Monster
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.

Urgraz recharges Mokmurian's Club, then auto-defeats the Bandit with his melee skill (1d8+7). City Gate closed.

As his Enlarge Person spell fades, Urgraz, caught up in the bloodlust, drops his weapon and charges - weaponless but for his vast, spiked armor. One of the guards makes to swing at him, but Urgraz's fist shatters the guard's blade, then another, colossal punch shatters his ribs. As the guard lets out a pained cry and makes to fall, Urgraz takes the opportunity to wrap his heavy, mail-clad hands around the man's throat, strangling him slowly, leaving him to twitch and die in agony as Urgraz revels in the power trip, the glorious moment of death at his hands.

Urgraz ends his turn and resets his hand. From the scenario power, he discards Crystal Ball from his hand post-reset.

Urgraz wrote:

Hand: Blessing of Mazmezz, Blessing of the Archdevils, Snakeskin Tunic, Torch, Blessing of Maat,

Displayed:
Deck: 7 Discard: 5 Buried: 5
Notes: All blessings are free to use. I recommend using Blessing of Maat on the BYA check against the villain (post-roll, probably), then Blessing of the Archdevils on the first check to defeat the villain, then Blessing of Mazmezz to add a full 3 dice on the second check to defeat the villain.

Skills and Powers:
SKILLS

Strength d8 [X] +1 [X] +2 [X] +3 [X] +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 [ ] 7
Proficient with: All
Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.

ADDITIONAL REWARDS:

Spoiler:

Adventure 4 Reward: For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Die Bumps remaining: 3

Sinderbos (Redeemed) is on top of Yoon's deck.
The City Gate is closed.


During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.
Additional Rules:

Villain:
Leaura
Spoiler:
Villain 5
Type: Monster

Traits:
Changeling
Fighter

To Defeat:
Combat 25
THEN
Combat 25

Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.

Henchman:
Stone Head
Spoiler:
Henchman 5
Type: Barrier

Traits:
Trap
Magic

To Defeat:
Combat Disable 16

You may bury a spell to defeat the Stone Head; otherwise, when you defeat the Stone Head, it deals 1d4-1 Electricity damage to each character at this location.
If undefeated, you may put the Stone Head on top of this location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 18, Salim/NathanDavis

Random Cards:

Monsters
Spoiler:
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.

Spoiler:
Stone Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.

Spoiler:
Ghoul Bat
Monster 4
Traits:
Undead
To Defeat:
Combat 17
Bury any card with the Magic trait played during this encounter, unless that card would be banished.

Spoiler:
Enchanter
Monster B
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:
Wyvern
Monster 4
Traits:
Dragon
To Defeat:
Combat 16
If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.

Barriers
Spoiler:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of 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.

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:
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:
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.

Weapons
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:
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:
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:
Acidic Sling +3
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait.

Spoiler:
Flaming Ranseur +3
Weapon 5
Traits:
2-Handed
Magic
Melee
Polearm
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Spells
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:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Raise Dead
Spell 5
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 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:
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.

Armors
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:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire 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.
If you are proficient with heavy 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.

Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire 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.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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.

Items
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:
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.

Spoiler:
Headband of Epic Intelligence
Item 5
Traits:
Accessory
Magic To Acquire:
Intelligence 7
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.

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.

Spoiler:
Magic Spyglass
Item 4
Traits:
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Allies
Spoiler:
Pyromaniac Mage
Ally 5
Traits:
Human
Wizard To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.

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:
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:
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.

Spoiler:
Charmed Red Dragon
Ally 4
Traits:
Dragon To Acquire:
Charisma
Diplomacy
Arcane
Divine 12
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

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 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:
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:
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.

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: 13

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 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 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 4
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.
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 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 7
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 8
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 9
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 10
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 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 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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.

City Gate
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, Urgraz/Yewstance,

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

Festering Maze of Sloth
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Yoon/dinketry, Leaura, Cat

Guard Tower Card 1:
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.

Guard Tower Card 2:
Leaura
Villain 5
Type: Monster
Traits:
Fighter
Changeling
To Defeat:
Combat 25
THEN Combat 25
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll.
Warrens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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:


Deck Handler // Searching for: Armor 6

Another hour of the Gods

Start of Turn, No Blessings: Draw Arrow Catching Studded Leather

Start of Turn, Adventure Power: Examine Urgraz' Deck: Blessing of Dispater. Swap Shortspear +3 for Blessing of Dispater.

Salim grudgingly thanks the dwarf for his effective pummeling of the guard. Seeing that he has no weapon, Salim throws him the Shortspear +3. In return, Urgraz siphons some dark power into Salim, which surely will come with a catch.

Salim heads back to the Guard Tower, Leaura hides in.

The Fortune Teller thinks that there's a "Boon" Black Cat towards the top of the tower. And indeed she is correct!

Encounter Black Cat. Autofail

Upon seeing the Black Cat, Salim decides to leave it alone.

And Leaura must be behind this door Free Explore

BYA Dexterity 9: 1d8 + 2 + 1d8 ⇒ (6) + 2 + (1) = 9

She tries to get into a defensive stance, but Salim is able to just get past her shield.

Reveal Melted Blade and Bury Fortune Teller, Discard Blessing of Dispater (shuffle Arrow Catching Studded Leather into location), Use Urgraz BoArchdevils

Combat 25: 1d8 + 4 + 2d4 + 5 + 2d4 + 2d8 + 1d8 ⇒ (8) + 4 + (4, 3) + 5 + (3, 4) + (8, 1) + (1) = 41

Salim pushes the Fortune-Teller out of the way, feeling Urgraz's dark power singing through the Melted Blade as he continues to break down Leura's Defenses.

Reveal Melted Blade and Bury Melted Blade, Discard Urgraz's Blessing of Mazmezz, Yoon's Blessing of Angradd, Use Ezren's Wand of Enervation

Wand of Enervation: 1d4 + 4 ⇒ (3) + 4 = 7

Combat 25-7: 1d8 + 4 + 2d4 + 5 + 2d4 + 3d8 + 1d8 ⇒ (1) + 4 + (2, 1) + 5 + (3, 1) + (3, 7, 4) + (4) = 35

Broken, Leura cannot withstand the combined might of the party. Ultimately, it was a thousand burning cuts delivered expertly by Salim.

Close Guard Tower: Banish Heavy Crossbow to Draw Ally -Pyromaniac Mage

A Pyromaniac Mage who was previously imprisoned by her, makes his escape with the party.

That's a WIN folks!


It was a close call, but you somehow managed to defeat Leaura, the woman who called herself the guardian of this strange place, the Sihedron of Sloth. The moment she succumbed, the busts that were trying to blast you into oblivion deactivated, too. You find it likely that Leaura controlled them, but you certainly can’t be sure. Should you just walk away, and pretend you never saw this place? Or should you try to enter the mansion?

In an instant, it doesn’t matter. Blackness surrounds you, and existence itself disappears before your very eyes!

REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Fanged Falchion. At the end of each scenario, return the loot to the game box.

Fanged Falchion:
Loot 5
Type: Weapon

Traits:Magic Melee Slashing Sword

To Acquire:

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.

FEAT
All characters earn 1 Skill Feat

ACQUIRED CARDS

  • Pyromaniac Mage (Ally 5)
  • Charmed Red Dragon (Ally 4)
  • Vale Temros (Ally 3)
  • Merchant (Ally 2)

  • Winged Shield (Armor 5)
  • Magic Studded Leather Armor (Armor 3)

  • Blessing of Irori (Blessing B)
  • Blessing of the Gods (Blessing C)

  • Wand of Treasure Finding (Item 5)
  • Headband of Alluring Charisma (Item 3)
  • Headband of Alluring Charisma (Item 3)
  • Spyglass (Item B)

  • Venomous Heavy Crossbow +2 (Weapon 5)
  • Shortspear +3 (Weapon 4)


Scenario B: A Legacy of Ooze
Pressure rushes into your ears, your senses jolt, and the void seems to pull you, but the sensation lasts only a moment. Soon, an acrid, fetid scent rushes into your nostrils. You look down and see it; you’re now standing knee-deep in viscous green slime. In fact, you seem to be standing in a moat surrounding a walkway made of the same marble as the Sihedron of Sloth’s exterior. The symbols carved on the walkway force a realization upon you like a punch in the gut. Somehow, you’ve managed to teleport inside the Sihedron of Sloth!

Was the temple built to teleport intruders here, where the goo makes them more vulnerable to attack? Or was this a parting gift from Leaura, who trusted her temple to dispose of those who bested her? Either way, you’re here now, so it’s time to explore—and escape.

The disgusting moat is almost like a sea, though, with the walkway’s shore small in the distance. There’s no way you can formulate a plan from this foul spot, and so you slosh toward the high ground while stifling a gag. Each stride unleashes a new wave of stench as you struggle to not touch the mess, though you realize, in horror, that your weapons must be coated.

When you finally approach the walkway, the liquid around you begins to quiver. On the high ground, an enormous ooze-creature heaves its bulk into sight—and then immediately crashes down into the moat with you. As you dodge its first slam, you notice that goo-covered humanoids, all wielding knotted staves and twisting their fingers in spellcasting, have burst from the muck around you.

You have no idea what sort of monstrous place this is, but it’s clear that the ooze wants you for its next meal, and that the ooze mages want nothing more than to help!

DURING THIS SCENARIO
On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.


During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.
Additional Rules:

Villain:
Putrid Horror
Spoiler:
Villain 5
Type: Monster

Traits:Aberration

To Defeat:Combat 19

All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Henchman:
Adherer
Spoiler:
Henchman 5
Type: Monster

Traits:Aberration

To Defeat:Combat 18THENCombat 18

If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from.

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

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 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

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

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

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


Deck Handler // Searching for: Armor 6

Keep order the same, but start with Yoon


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

My starting location may be affected by the upgrade I get, but otherwise assume that Urgraz starts at Ezren's location.


Yoon Deck Handler

Yoon will start at the Deeper Dungeons, with an aim to move to the Festering Maze of Sloth eventually as well.

Yoon wrote:

Hand: Kinetic Blast, Vril Staff, Aegis of Recovery, Object Reading, Primal Attunement, Vampire Squid

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Die Bumps used: 2/4
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 [X] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [X] +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), ([X] you may recharge the card instead, and) 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.
Role: Herald of Gom-Gom - [X] You may reveal the item Gom-Gom to gain the skill Diplomacy: Charisma +4 until the end of the turn.


Deck Handler // Searching for: Armor 6

Salim sludges through the ooze into the Catacombs of Wrath.

Salim wrote:

Hand: Magic Spyglass, Vampiric Backsword +3, Snakeskin Tunic, Celestial Armor, Evangelist, Sorrowsoul, Vizier,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Sorrowsoul at my location

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 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 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
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.
☑ 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 ☑ 6 ☑ 7
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)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait andan adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (□ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


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

As before, starting at Ezren's location. Starting hand in spoilers, so as not to affect his decision. If you've already picked your starting location, though, please read my notes.

Urgraz wrote:

Hand: Divine Fortune, Harrow Deck, Charm Person, Ring of the Hellion (Redeemed), Menacing Backsword +1, Blessing of Maat,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Well, no Suurlahetas yet, but I've got Charm Person and Divine Fortune, so not a bad hand!

Any requests for where I move to on my first turn, given that my Divine Fortune will buff all of the team's checks? Also, for when I DO draw Suurlahetas, please share the location you want me to search and pluck out a boon of my choice (as well as learning the full location contents).

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6 [ ] 7
Proficient with: All
Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.

ADDITIONAL REWARDS:

Spoiler:

Adventure 4 Reward: For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Die Bumps remaining: 3


During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.
Additional Rules:

Villain:
Putrid Horror
Spoiler:
Villain 5
Type: Monster

Traits:Aberration

To Defeat:Combat 19

All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Henchman:
Adherer
Spoiler:
Henchman 5
Type: Monster

Traits:Aberration

To Defeat:Combat 18THENCombat 18

If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 2, Yoon/dinketry

Random Cards:

Monsters
Spoiler:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Spoiler:
Wyvern
Monster 4
Traits:
Dragon
To Defeat:
Combat 16
If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.

Spoiler:
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.

Spoiler:
Clay Golem
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 21
You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.

Spoiler:
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.

Barriers
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:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

Spoiler:
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.

Spoiler:
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.

Spoiler:
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.

Weapons
Spoiler:
Shortspear +3
Weapon 4
Traits:
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

Spoiler:
Giantbane Dagger +1
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
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, or 3d4 against a bane with the Giant trait.
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:
Flaming Ranseur +3
Weapon 5
Traits:
2-Handed
Magic
Melee
Polearm
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Spoiler:
Dancing Scimitar +2
Weapon 5
Traits:
Finesse
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

Spells
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.

Spoiler:
Restoration
Spell 4
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Raise Dead
Spell 5
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 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:
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.

Spoiler:
Magic Studded Leather Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5
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 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:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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:
Magic Studded Leather Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5
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 light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Headband of Inspired Wisdom
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom 7
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.

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:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Magic To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

Spoiler:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

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:
Charmed Red Dragon
Ally 4
Traits:
Dragon To Acquire:
Charisma
Diplomacy
Arcane
Divine 12
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Spoiler:
Charmed Red Dragon
Ally 4
Traits:
Dragon To Acquire:
Charisma
Diplomacy
Arcane
Divine 12
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

Spoiler:
Pyromaniac Mage
Ally 5
Traits:
Human
Wizard To Acquire:
Charisma
Diplomacy
Intelligence
Arcane 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.

Spoiler:
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.

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.

Blessings
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.

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 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 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 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 Sarenrae:
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 Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card 1
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 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 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 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 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 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 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 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 10
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.
Blessings Deck Card 11
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 12
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 13
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 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 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 16
Spoiler:
Blessing of Shelyn
Blessing C
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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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 20
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 21
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 22
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 23
Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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 26
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 27
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 28
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 29
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.

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:
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.

Catacombs of Wrath Card 2:
Large Chest
Barrier C
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.

Catacombs of Wrath Card 3:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Catacombs of Wrath Card 4:
Enchanter
Monster B
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.

Catacombs of Wrath Card 5:
Succubus
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

Catacombs of Wrath Card 6:
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.

Catacombs of Wrath 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.

Catacombs of Wrath Card 8:
Putrid Horror
Villain 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 19
All damage dealt by the Putrid Horror is Acid damage.
If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Catacombs of Wrath Card 9:
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.

Catacombs of Wrath Card 10:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Festering Maze of Sloth Card 1:
Elder Earth Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.

Festering Maze of Sloth Card 2:
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.

Festering Maze of Sloth Card 3:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Festering Maze of Sloth Card 4:
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.

Festering Maze of Sloth Card 5:
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.

Festering Maze of Sloth Card 6:
Mass Cure
Spell 4
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 7:
Cave Bear
Monster 4
Traits:
Animal
To Defeat:
Combat 16
Damage dealt by the Cave Bear is increased by 1d4-1.

Festering Maze of Sloth Card 8:
Zuvuzeg
Ally 5
Traits:
Demon
Outsider To Acquire:
Arcane
Divine 18
If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
Discard this card to explore your location.

Festering Maze of Sloth Card 9:
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.

Festering Maze of Sloth Card 10:
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.

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:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Nettlemaze Card 2:
Enchanter
Monster B
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.

Nettlemaze Card 3:
Hag
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Nettlemaze Card 4:
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.

Nettlemaze Card 5:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Nettlemaze Card 6:
Werewolf
Monster C
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 7:
Holy Candle
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.

Nettlemaze Card 8:
Deathweb
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

Nettlemaze Card 9:
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.

Nettlemaze Card 10:
Stone Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.
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:
Sinspawn Axeman
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

Shimmerglens Card 2:
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.

Shimmerglens Card 3:
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.

Shimmerglens Card 4:
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.

Shimmerglens 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.

Shimmerglens Card 6:
Lizard
Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

Shimmerglens Card 7:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens Card 8:
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.

Shimmerglens Card 9:
Blizzard
Spell 5
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Shimmerglens Card 10:
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.

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: Yoon/dinketry,

Deeper Dungeons Card 1:
Harpy
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.

Deeper Dungeons Card 2:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Deeper Dungeons Card 3:
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.

Deeper Dungeons Card 4:
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.

Deeper Dungeons Card 5:
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.

Deeper Dungeons Card 6:
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.

Deeper Dungeons Card 7:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Deeper Dungeons Card 8:
Redcap
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12
If undefeated, shuffle the Redcap into a random open location deck.

Deeper Dungeons Card 9:
Mammoth
Monster 4
Traits:
Animal
To Defeat:
Combat 16
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Deeper Dungeons Card 10:
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.

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:

Thassilonian Dungeon Card 1:
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.

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:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6
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.

Thassilonian Dungeon Card 4:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Thassilonian Dungeon Card 5:
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.

Thassilonian Dungeon Card 6:
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.

Thassilonian Dungeon Card 7:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Thassilonian Dungeon Card 8:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Thassilonian Dungeon 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.

Thassilonian Dungeon Card 10:
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.


Ezren's Hand || Ezren's Deck

Ezren is at the Thassilonian Dungeon.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+1
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 (☐ or recharge it).
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) (☐3) (☐4)to your check to recharge a card.
☑If you play a spell to evade a monster, you may put the monster on the bottom of the deck.
☑Add 2 (☐ 4) to your check to acquire a spell (☐ or ally).
☐At the start of your turn, you may discard a card to draw a card.

Hand: Augury, Good Omen, Invisibility, Object Reading, Scorching Ray, Rodrick, Snick
Deck: 12 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 3/4


Yoon Deck Handler

Top card of the discard deck: Blessing of Sarenrae.

Yoon, up to her chest in the stinking slime, inexplicably decides to head down into the deeper dungeons where the slime goes up to her neck!

"Come along, Mr. Squid! Let's find someone to play with!"

Use Object Reading to look at the top 3 cards of the deck - #1: Harpy; #2 - Crushing Door; #3 - Large Chest. Reorder to #1; #3; #2 and use free explore to encounter Harpy. Wow, no one has any blessings (save one).

Recharge Spell (11) Check: 1d8 + 1 ⇒ (5) + 1 = 6 Auto-FAIL.
Combat (14+1) Check: 1d10 + 2 + 3 + 1d8 + 1d6 ⇒ (6) + 2 + 3 + (6) + (6) = 23 SUCCESS!
Reveal and recharge Vampire Squid to recharge Object Reading from discard pile.

End turn. Reset hand.

Yoon wrote:

Hand: Kinetic Blast

Vril Staff
Aegis of Recovery
Ambusher
Primal Attunement
Sign of the Lantern Bearer
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Die Bumps used: 2/4
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 [X] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [X] +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), ([X] you may recharge the card instead, and) 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.
Role: Herald of Gom-Gom - [X] You may reveal the item Gom-Gom to gain the skill Diplomacy: Charisma +4 until the end of the turn.


Urgraz, Salim, and Ezren must each make a WIS 8 check or be moved to Deeper Dungeons from Yoon's turn.

During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.
Additional Rules:

Villain:
Putrid Horror
Spoiler:
Villain 5
Type: Monster

Traits:Aberration

To Defeat:Combat 19

All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Henchman:
Adherer
Spoiler:
Henchman 5
Type: Monster

Traits:Aberration

To Defeat:Combat 18THENCombat 18

If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 3, Urgraz/Yewstance

Random Cards:

Monsters
Spoiler:
Succubus
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

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:
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.

Spoiler:
Zombie Giant
Monster C
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.

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:
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.

Spoiler:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

Spoiler:
Reduction Field
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

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:
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:
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.

Spoiler:
Greatclub +3
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; 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.

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:
Flaming Ranseur +3
Weapon 5
Traits:
2-Handed
Magic
Melee
Polearm
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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.

Spells
Spoiler:
Find Traps
Spell B
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:
Teleport
Spell 4
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 12
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 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:
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:
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.

Armors
Spoiler:
Chainmail of Cold Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Cold 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 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:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
If you are 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.

Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire 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.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Headband of Alluring Charisma
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5
Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.

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 Treasure Finding
Item 5
Traits:
Arcane
Magic
Wand To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
Spyglass
Item C
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:
Bracers of Greater Protection
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom
Survival
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 3.

Allies
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:
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:
Eagle
Ally 4
Traits:
Animal To Acquire:
Wisdom
Survival 9
Place this card on top of your deck to examine the top card of a location deck.

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 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.

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 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:
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 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.

Top of Blessing Discard Pile:

Blessing of Sarenrae:
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 Remaining: 28

Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card 1
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 2
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 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 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 5
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 6
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 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 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.
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 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 12
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 13
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 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 Shelyn
Blessing C
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 16
Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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 19
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 20
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 21
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 22
Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 23
Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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 25
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 26
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 27
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 28
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.

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:
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.

Catacombs of Wrath Card 2:
Large Chest
Barrier C
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.

Catacombs of Wrath Card 3:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Catacombs of Wrath Card 4:
Enchanter
Monster B
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.

Catacombs of Wrath Card 5:
Succubus
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

Catacombs of Wrath Card 6:
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.

Catacombs of Wrath 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.

Catacombs of Wrath Card 8:
Putrid Horror
Villain 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 19
All damage dealt by the Putrid Horror is Acid damage.
If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Catacombs of Wrath Card 9:
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.

Catacombs of Wrath Card 10:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.
Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Festering Maze of Sloth Card 1:
Elder Earth Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.

Festering Maze of Sloth Card 2:
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.

Festering Maze of Sloth Card 3:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Festering Maze of Sloth Card 4:
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.

Festering Maze of Sloth Card 5:
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.

Festering Maze of Sloth Card 6:
Mass Cure
Spell 4
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 7:
Cave Bear
Monster 4
Traits:
Animal
To Defeat:
Combat 16
Damage dealt by the Cave Bear is increased by 1d4-1.

Festering Maze of Sloth Card 8:
Zuvuzeg
Ally 5
Traits:
Demon
Outsider To Acquire:
Arcane
Divine 18
If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
Discard this card to explore your location.

Festering Maze of Sloth Card 9:
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.

Festering Maze of Sloth Card 10:
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.

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:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Nettlemaze Card 2:
Enchanter
Monster B
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.

Nettlemaze Card 3:
Hag
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Nettlemaze Card 4:
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.

Nettlemaze Card 5:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Nettlemaze Card 6:
Werewolf
Monster C
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 7:
Holy Candle
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.

Nettlemaze Card 8:
Deathweb
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

Nettlemaze Card 9:
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.

Nettlemaze Card 10:
Stone Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.

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:
Sinspawn Axeman
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

Shimmerglens Card 2:
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.

Shimmerglens Card 3:
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.

Shimmerglens Card 4:
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.

Shimmerglens 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.

Shimmerglens Card 6:
Lizard
Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

Shimmerglens Card 7:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens Card 8:
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.

Shimmerglens Card 9:
Blizzard
Spell 5
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Shimmerglens Card 10:
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.

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: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Yoon/dinketry,

Deeper Dungeons Card 1 (Large Chest):
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.

Deeper Dungeons Card 2 (Crushing Door):
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Deeper Dungeons Card 3:
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.

Deeper Dungeons Card 4:
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.

Deeper Dungeons Card 5:
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.

Deeper Dungeons Card 6:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Deeper Dungeons Card 7:
Redcap
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12
If undefeated, shuffle the Redcap into a random open location deck.

Deeper Dungeons Card 8:
Mammoth
Monster 4
Traits:
Animal
To Defeat:
Combat 16
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Deeper Dungeons Card 9:
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.

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: Ezren/Hawkmoon, Urgraz/Yewstance,

Thassilonian Dungeon Card 1:
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.

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:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6
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.

Thassilonian Dungeon Card 4:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Thassilonian Dungeon Card 5:
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.

Thassilonian Dungeon Card 6:
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.

Thassilonian Dungeon Card 7:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Thassilonian Dungeon Card 8:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Thassilonian Dungeon 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.

Thassilonian Dungeon Card 10:
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.


Deck Handler // Searching for: Armor 6

Harpy BYA Wisdom 8: 1d6 + 1d8 ⇒ (2) + (2) = 4
Moved to Yoon's location and note, that Sorrowsoul is now an option for you


Ezren's Hand || Ezren's Deck

Wisdom 8: 1d8 + 1 ⇒ (1) + 1 = 2


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

Here's hoping to fail...
Harpy BYA Wisdom 8: 1d8 + 1 ⇒ (8) + 1 = 9 -> Bah! Urgraz discards Blessing of Maat to subtract 3 from his result. 9-3 is 6, which fails. Urgraz is moved to the Deeper Dungeons.

===================

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

Urgraz uses the Adventure Reward, examining the top card of Ezren's deck: Entice.
Urgraz leaves it there. I've changed my mind; it seems better to leave it there, especially since it's a decent spell and I don't particularly want Ezren to cast a spell just to draw Charm Person right now - both Augury or Object Reading would be really weak at this location since I'm happy with the top card.

Urgraz gives Charm Person to Ezren.
Ezren buries Charm Person to draw the random Human ally Vale Temros from the box. From casting a spell, Ezren may draw Entice from the top of his deck with his power.

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.
Urgraz buries Ring of the Hellion (Redeemed) to draw Charm Person back to his hand.

Urgraz banishes Charm Person to draw the random Human ally Black Arrow Ranger from the box.

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.

Urgraz spits curses at the foulness of the place, made all the worse by the 'water' reaching up to his chest on account of his short stature, and once the Oozes rise to attack he works his foul magic alongside Ezren's to force the oozes back with a series of spells; buying the party time to get into position to fight as best they can.

Urgraz buries Harrow Deck to examine the top 3 cards of the Festering Maze of Sloth, and reorder them thusly...
Festering Maze of Sloth Card 1: Elder Earth Elemental -> Third from top.
Festering Maze of Sloth Card 2: Frost Ray -> Second from top.
Festering Maze of Sloth Card 3: Adherer (Henchman) -> On top.

Alright, a single exploration will close that location. Not really worth setting up a Divine Fortune there, especially since there won't be any other characters at the location to pass things to.

Urgraz remains at the Deeper Dungeons, and takes his free exploration.
Deeper Dungeons Card 1: Large Chest

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.
Urgraz displays Divine Fortune to add 1d6 to all checks at his location. Urgraz discards the top card of his deck (Blessing of Mammon) to add 1d6+1 to his Melee check
Melee 15: 1d8 + 7 + 1d6 + 1d6 + 1 ⇒ (3) + 7 + (3) + (4) + 1 = 18 -> Large Chest defeated.
Random Weapons: 1d4 ⇒ 4 -> Nice! Urgraz draws the first 4 random weapons, as follows...
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.
Greatclub +3:

Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; 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.
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.
Flaming Ranseur +3:

Weapon 5
Traits:
2-Handed
Magic
Melee
Polearm
Slashing To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Nice, a Weapon 5! Since the next card is an annoying barrier with no upside to dealing with it...

Urgraz's armored legs kick at something under the foul liquid moat, and he senses a curious value to it. Inscribing a dark rune in the air to aid his perceptions and strength, he reaches in - not too bothered by the stench and foulness of the place, and having no reason to fear poisons or disease - to pull out a sizable carrying case with rather well-preserved armaments inside. Letting his naive sacrifical lambs "valued companions" keep the oozes busy in the meantime. He rummages through the pack, throwing out bits of junk and slinging the more powerful armaments through the straps over his armor.

Urgraz asks Ezren to cast Augury (and may use his power to examine the top of his deck, potentially drawing it), naming BARRIER, to examine the top 3 cards of the Deeper Dungeons and shift them thusly...
Deeper Dungeons Card 2: Crushing Door -> Placed on the bottom.
Deeper Dungeons Card 3: Augury -> Shuffled.
Deeper Dungeons Card 4: Potion of Healing -> Shuffled.

Urgraz discards Black Arrow Ranger to explore his location.
Deeper Dungeons Card #: 1d7 + 2 ⇒ (5) + 2 = 7
Deeper Dungeons Card 7: Redcap

Redcap:

Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12
If undefeated, shuffle the Redcap into a random open location deck.
Urgraz reveals and discards Greatclub +3 for combat. Divine Fortune adds 1d6.
Combat 17+1: 1d8 + 7 + 1d10 + 3 + 1d8 + 1d6 ⇒ (6) + 7 + (1) + 3 + (8) + (2) = 27 -> Redcap defeated.
Scenario Power: 1d6 ⇒ 6 -> No effect.

The ooze-creatures take strange, shifting forms as they swarm to attack the party; but no matter their shape they still go down from a crushing blow from Urgraz's new greatclub. When his weapon sticks in their goopy composition, he simply abandons to weapon to draw another one from the numerous strapped across his body, roaring his bloodlust and letting his voice echo through the halls of Sloth.

Urgraz ends his turn.
Urgraz resets his hand, choosing to discard Longsword +1 and Heavy Pick +1.

Urgraz wrote:

Hand: Flaming Ranseur +3, Menacing Backsword +1, Blessing of the Archdevils, Torch, Mokmurian's Club, Sinderbos (Redeemed),

Displayed: Divine Fortune,
Deck: 8 Discard: 6 Buried: 2
Notes: Still no Suurlahetas yet, alas.

Divine Fortune is displayed, adding 1d6 to all checks at Urgraz's location. My Blessing of the Archdevils is free to use. I've also got plenty of spare weapons to hand off or bury to 'steal' a buried/banished card from a player at my location (such as Entice).

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6 [ ] 7
Proficient with: All
Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.

ADDITIONAL REWARDS:

Spoiler:

Adventure 4 Reward: For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Die Bumps remaining: 3

Ezren cast Charm Person to draw Vale Temros (also allowing him to trigger his ability - Entice was seen on top of his deck), then cast Augury (allowing him to trigger his ability again).

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.

Both the Deeper Dungeons and the Festering Maze of Sloth were partially examined and re-ordered. A henchman's on top of the Maze, and a barrier's on the bottom of the Dungeons (which has otherwise been shuffled).


Deck Handler // Searching for: Armor 6

PharasmaDay

Start of Turn: No Blessing, Draw Cure
Start of Turn: Examine Urgraz's deck, Suurlahetas. Exchanged with Cure.

A strange demon emerges from a portal Urgraz carries, and whispers secrets and offers bribes. Salim is not thrilled but will listen to what the infernal has to say.

Banish Suurlahetas (which then goes into Urgraz's hand) to search Shimmerglens

It wishes to teach Salim the power of ice, giving him the gift of Blizzard Card 9 in Shimmerglens. Salim regifts the power to Ezren.

Give Card to Ezren: Blizzard

Blizzard:

Spell 5
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Salim surveys the Deep Dungeons. Discard Magic Spyglass

Shuffle Examine Deep Dungeons, skip Card 7: 1d6 + 2 ⇒ (4) + 2 = 6 Card 6: Adherer
Shuffle Examine Deep Dungeons, skip Card 6,7: 1d5 + 2 ⇒ (3) + 2 = 5 Card 5: Short Sword +1
Shuffle Examine Deep Dungeons, skip Card 5,6,7: 1d4 + 2 ⇒ (3) + 2 = 5 Card 8: Mammoth How'd that get down here

Leave order as is

Salim spots the decayed aberration that is guarding this area. Confident that the party could handle it, he heads back to the Catacombs of Wrath.

Just outside the Catacombs, lies an abandoned Light Crossbow +1.

Reveal Evangelist and Snakeskin Tunic

Acquire Dexterity 8: 1d8 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10

Seems in working order.

DiscardedSorrowsoul discovers yet another Large Chest.

Recharge Evangelist, Reveal Snakeskin Tunic

Dexterity 9+5: 1d8 + 3 + 1d4 + 1 + 1d8 ⇒ (5) + 3 + (3) + 1 + (7) = 19

We seemed to have found a weapon stash in this ooze filled hell.

Number of Weapons: 1d4 ⇒ 1

This very long box only seems to hold a Scythe +1

Top Deck Vizier to Examine Location: Cloak of Elvenkind

Recharge Snakeskin Tunic and Discard Scythe on Reset

Salim wrote:

Hand: Light Crossbow +1, Vampiric Backsword +3, Vizier, Celestial Armor, Psychometrist, Captain's Cutlass, Blessing of Zon-Kuthon,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Please Use Blessing of Zon-Kuthon to close Deeper Dungeons or Maze of Festering Sloth! Happy to add a 1d4 to a combat at another location.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 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 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
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.
☑ 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 ☑ 6 ☑ 7
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)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait andan adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (□ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


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

Off Turn: Urgraz buries Sinderbos (Redeemed) to draw Suurlahetas when Salim banishes it.

Note that all cards in the Shimmerglens are known from the search - they're just shuffled after the fact, so feel free to look through them until there's a scenario update.

Urgraz wrote:

Hand: Flaming Ranseur +3, Menacing Backsword +1, Blessing of the Archdevils, Torch, Mokmurian's Club, Suurlahetas,

Displayed: Divine Fortune,
Deck: 8 Discard: 6 Buried: 3
Notes: A reminder that Cure is atop my deck, in case a player wants to grab it (or want to examine someone else's deck instead).

Divine Fortune is displayed, adding 1d6 to all checks at Urgraz's location. My Blessing of the Archdevils is free to use. I've also got plenty of spare weapons to hand off or bury to 'steal' a buried/banished card from a player at my location (such as Entice).

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6 [ ] 7
Proficient with: All
Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.

ADDITIONAL REWARDS:

Spoiler:

Adventure 4 Reward: For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Die Bumps remaining: 3


Salim Magic Spyglass: 1d6 ⇒ 6
No effect

During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.
Additional Rules:

Villain:
Putrid Horror
Spoiler:
Villain 5
Type: Monster

Traits:Aberration

To Defeat:Combat 19

All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Henchman:
Adherer
Spoiler:
Henchman 5
Type: Monster

Traits:Aberration

To Defeat:Combat 18THENCombat 18

If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 5, Ezren/Hawkmoon

Random Cards:

Monsters
Spoiler:
Succubus
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

Spoiler:
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.

Spoiler:
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.

Spoiler:
Treachery Demon
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 21
The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand.

Spoiler:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

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:
Circles of Binding
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13
If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.

Spoiler:
Large Chest
Barrier C
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:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

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.

Weapons
Spoiler:
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.

Spoiler:
Greatclub +3
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; 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.

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:
Giantbane Dagger +1
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
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, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spoiler:
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.

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:
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:
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:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 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.

Armors
Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Fire 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.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Chainmail of Cold Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Cold 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 Studded Leather Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5
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 light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Reflecting Shield
Armor 4
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 7
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire 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:
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:
Belt of Giant Strength
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5
Reveal this card to add 1 to your Strength check. You may play another item on this check.

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:
Headband of Inspired Wisdom
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom 7
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.

Spoiler:
Amulet of Fiery Fists
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine 7
OR Intelligence
Arcane 9
Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

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:
Elven Sharpshooter
Ally 5
Traits:
Elf
Ranger To Acquire:
Charisma
Diplomacy
Dexterity
Ranged 12
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.

Spoiler:
Charmed Red Dragon
Ally 4
Traits:
Dragon To Acquire:
Charisma
Diplomacy
Arcane
Divine 12
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

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:
Jakardros Sovark
Ally 3
Traits:
Human
Ranger To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
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 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 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 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:
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.

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: 26

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 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 3
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 4
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 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 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.
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 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 10
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 11
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 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 Shelyn
Blessing C
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 14
Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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 17
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 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 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 20
Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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 23
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 24
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 25
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 26
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.

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: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Salim/NathanDavis,

Catacombs of Wrath Card 1 (Cloak of Elvenkind):
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Catacombs of Wrath Card 2:
Enchanter
Monster B
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.

Catacombs of Wrath Card 3:
Succubus
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

Catacombs of Wrath Card 4:
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.

Catacombs of Wrath Card 5:
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 6:
Putrid Horror
Villain 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 19
All damage dealt by the Putrid Horror is Acid damage.
If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Catacombs of Wrath Card 7:
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.

Catacombs of Wrath Card 8:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Festering Maze of Sloth Card 1 (Adherer):
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Festering Maze of Sloth Card 2 (Frost Ray):
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.

Festering Maze of Sloth Card 3 (Elder Earth Elemental):
Elder Earth Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.

Festering Maze of Sloth Card 4:
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.

Festering Maze of Sloth Card 5:
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.

Festering Maze of Sloth Card 6:
Mass Cure
Spell 4
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 7:
Cave Bear
Monster 4
Traits:
Animal
To Defeat:
Combat 16
Damage dealt by the Cave Bear is increased by 1d4-1.

Festering Maze of Sloth Card 8:
Zuvuzeg
Ally 5
Traits:
Demon
Outsider To Acquire:
Arcane
Divine 18
If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
Discard this card to explore your location.

Festering Maze of Sloth Card 9:
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.

Festering Maze of Sloth Card 10:
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.

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:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Nettlemaze Card 2:
Enchanter
Monster B
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.

Nettlemaze Card 3:
Hag
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Nettlemaze Card 4:
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.

Nettlemaze Card 5:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Nettlemaze Card 6:
Werewolf
Monster C
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 7:
Holy Candle
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.

Nettlemaze Card 8:
Deathweb
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

Nettlemaze Card 9:
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.

Nettlemaze Card 10:
Stone Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.

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: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Sinspawn Axeman, Pit Trap, Sheriff Hemlock, Scrying, Blessing of the Gods, Lizard, Adherer, Blessing of Pharasma, Shadow

Shimmerglens Card 1:
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.

Shimmerglens 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.

Shimmerglens Card 3:
Sinspawn Axeman
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

Shimmerglens Card 4:
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.

Shimmerglens Card 5:
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.

Shimmerglens Card 6:
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.

Shimmerglens Card 7:
Lizard
Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

Shimmerglens Card 8:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens Card 9:
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.

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: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Yoon/dinketry, Urgraz/Yewstance, Augury, Potion of Healing

Deeper Dungeons Card 1 (Adherer):
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Deeper Dungeons Card 2 (Short Sword +1):
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.

Deeper Dungeons Card 3 (Mammoth):
Mammoth
Monster 4
Traits:
Animal
To Defeat:
Combat 16
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Deeper Dungeons Card 4:
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.

Deeper Dungeons Card 5:
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.

Deeper Dungeons Card 6:
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.

Deeper Dungeons Card 7 (Crushing Door):
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

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:

Thassilonian Dungeon Card 1:
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.

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:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6
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.

Thassilonian Dungeon Card 4:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Thassilonian Dungeon Card 5:
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.

Thassilonian Dungeon Card 6:
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.

Thassilonian Dungeon Card 7:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Thassilonian Dungeon Card 8:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Thassilonian Dungeon 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.

Thassilonian Dungeon Card 10:
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.


Ezren's Hand || Ezren's Deck

Ezren drew Entice from playing Charm Person.
From playing Augury, Ezren examined Mistform, he'll draw that too.
Augury recharge Arcane 8: 1d12 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Success
Recharged

On his turn, Ezren heads back to the Thassilonian Dungeon.
Once there, he plays Object Reading:
Longsword +2
Grazuul
Scorching Ray

He moves Scorching Ray to the top of that list.

The Thassilonian Dungeon allows him to draw Vreva Jhafae.
Ezren's power allows him to examine: Hrym. Can't draw it.

Arcane 11 recharge: 1d12 + 4 + 2 + 2 ⇒ (3) + 4 + 2 + 2 = 11
Recharge

Ezren explores...
Free exploration: Scorching Ray
Arcane 6: 1d12 + 4 + 2 + 2 ⇒ (2) + 4 + 2 + 2 = 10
Success
Acquired

Magical Acquisition exploration: Longsword +2
Ezren finds a magical sword, but he isn't interested in it right now.
Don't want to waste Good Omen on this and my acquiring allies will explore anyway, so I don't need it to keep exploring.

Discard Vale Temros to explore: Grazuul
Bury Entice to automatically defeat it and replace with an ally.
Thassilonian Dungeon allows Ezren to draw Hrym.
Ezren's power allows him to examine: Scrying. Draw it.
Arcane 13 discard: 1d12 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Success
Entice is discarded

Discard Vreva Jhafae to explore: Random Ally 1: Brodert Quink
"Brodert? What are you doing here?"
Knowledge 7: 1d12 + 4 + 2 + 1d6 ⇒ (4) + 4 + 2 + (1) = 11
Success
Acquired

Brodert tells Ezren news about what is ahead.
Bury Brodert to examine the bottom 3 of Thassilonian Dungeon.
Trapped Spellbook
Ogre
Augury

I'll make it: Augury, Trapped Spellbook, Ogre

Knowledge 13: 1d12 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Buried

Discard Snick to explore: Invincible Breastplate
Hmm... one of my companions might find this useful.
Good Omen, Rodrick
Constitution 11: 1d4 + 6 + 1d8 ⇒ (3) + 6 + (6) = 15
Success
Thassilonian Dungeon draws: Volcanic Storm
Ezren's power examien: Wand of Enervation
Arcane 8 recharge: 1d12 + 4 + 2 + 2 ⇒ (11) + 4 + 2 + 2 = 19
Success
Recharged

Magical Acquisition exploration: Toxic Cloud
Oh, a spell?
Arcane 8: 1d12 + 4 + 2 + 2 ⇒ (9) + 4 + 2 + 2 = 17
Success
Acquired

Magical Acquisition exploration: Belt of Incredible Dexterity
Oh, a nice looking belt.
Going to ask for a blessing. Urgraz's Archdevils if nothing else is free. I plan to evade the villain or henchman to the bottom of the deck so I can go for the Trapped Spellbook to get some spell upgrade options. So I want to get through this location quickly so I don't waste turns by evading.
Dexterity 5: 1d6 + 1d6 ⇒ (2) + (2) = 4
Ugh. I'll use my reroll.
Dexterity 5: 2 + 1d6 ⇒ 2 + (2) = 4
Double ugh. I'll spend a die bump.
Success!
Acquired

Magical acquisition exploration: Adherer
Ezren glimpses an Adherer, but quickly casts Invisibility.
Arcane 8 recharge: 1d12 + 4 + 2 + 2 ⇒ (3) + 4 + 2 + 2 = 11
Success
Recharged
Location draws Wand of Enervation
Ezren examines: Swipe, but he'll leave it for now.

Ezren casts Scrying to look at the Nettlemaze for monsters.
Trapped Spellbook
Enchanter
Hag

He'll shuffle the location and move Enchanter and Hag to the bottom.

Arcane 12 recharge: 1d12 + 4 + 2 + 2 ⇒ (2) + 4 + 2 + 2 = 10
Discarded

Ending my turn.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+1
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 (☐ or recharge it).
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) (☐3) (☐4)to your check to recharge a card.
☑If you play a spell to evade a monster, you may put the monster on the bottom of the deck.
☑Add 2 (☐ 4) to your check to acquire a spell (☐ or ally).
☐At the start of your turn, you may discard a card to draw a card.

Hand: Hrym, Wand of Enervation, Mistform, Scorching Ray, Toxic Cloud, Volcanic Storm, Invincible Breastplate
Deck: 9 Discard: 7 Buried: 1 Displayed: 0
Notes: Reroll: Used, Die Bumps: 2/4

Summary: Banish cards 1 and 2. Acquired cards 3, 4, 5, and 6. Acquired Random Ally 1 (Brodert Quink). Remaining cards are in this order: Augury, Trapped Spellbook, Ogre, Adherer


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

Off turn: Urgraz discards Blessing of the Archdevils to support Ezren's check.

Urgraz wrote:

Hand: Flaming Ranseur +3, Menacing Backsword +1, Torch, Mokmurian's Club, Suurlahetas,

Displayed: Divine Fortune,
Deck: 8 Discard: 7 Buried: 3
Notes: A reminder that Cure is atop my deck, in case a player wants to grab it. If Yoon has any cards in hand that doesn't interest her, then I wouldn't say no to her stealing my Cure and passing it over to me.

Divine Fortune is displayed, adding 1d6 to all checks at Urgraz's location. My Blessing of the Archdevils is free to use. I've also got plenty of spare weapons to hand off or bury to 'steal' a buried/banished card from a player at my location (such as Entice).

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6 [ ] 7
Proficient with: All
Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.

ADDITIONAL REWARDS:

Spoiler:

Adventure 4 Reward: For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Die Bumps remaining: 3


During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.
Additional Rules:

Villain:
Putrid Horror
Spoiler:
Villain 5
Type: Monster

Traits:Aberration

To Defeat:Combat 19

All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Henchman:
Adherer
Spoiler:
Henchman 5
Type: Monster

Traits:Aberration

To Defeat:Combat 18THENCombat 18

If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 6, Yoon/dinketry

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:
Harpy
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.

Spoiler:
Hill Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

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:
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:
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:
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:
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.

Spoiler:
Disjunction Pulse
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15
If your check to defeate the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

Weapons
Spoiler:
Shortspear +3
Weapon 4
Traits:
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

Spoiler:
Runechill Hatchet +2
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 13
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 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Giantbane Dagger +1
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
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, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

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:
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.

Spells
Spoiler:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 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:
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:
Teleport
Spell 4
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 12
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6
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.

Armors
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 Studded Leather Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5
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 light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Lesser Bolstering Armor
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
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:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11
Recharge this card to reduce 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, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

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:
Belt of Giant Strength
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5
Reveal this card to add 1 to your Strength check. You may play another item on this check.

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.

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.

Allies
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:
Shaman
Ally 5
Traits:
Cleric
Divine
Half-Orc To Acquire:
Charisma
Diplomacy 9
OR Wisdom
Divine 7
Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
Discard this card to explore your location.

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:
Mayor Kendra Deverin
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.

Spoiler:
Jakardros Sovark
Ally 3
Traits:
Human
Ranger To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
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 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 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 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.

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 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 2
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 3
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 4
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 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 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.
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 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 9
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 10
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 11
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 12
Spoiler:
Blessing of Shelyn
Blessing C
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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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 16
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 17
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 18
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 19
Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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 22
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 23
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 24
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 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.

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: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Salim/NathanDavis,

Catacombs of Wrath Card 1 (Cloak of Elvenkind):
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Catacombs of Wrath Card 2:
Enchanter
Monster B
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.

Catacombs of Wrath Card 3:
Succubus
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

Catacombs of Wrath Card 4:
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.

Catacombs of Wrath Card 5:
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 6:
Putrid Horror
Villain 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 19
All damage dealt by the Putrid Horror is Acid damage.
If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Catacombs of Wrath Card 7:
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.

Catacombs of Wrath Card 8:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Festering Maze of Sloth Card 1 (Adherer):
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Festering Maze of Sloth Card 2 (Frost Ray):
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.

Festering Maze of Sloth Card 3 (Elder Earth Elemental):
Elder Earth Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.

Festering Maze of Sloth Card 4:
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.

Festering Maze of Sloth Card 5:
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.

Festering Maze of Sloth Card 6:
Mass Cure
Spell 4
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 7:
Cave Bear
Monster 4
Traits:
Animal
To Defeat:
Combat 16
Damage dealt by the Cave Bear is increased by 1d4-1.

Festering Maze of Sloth Card 8:
Zuvuzeg
Ally 5
Traits:
Demon
Outsider To Acquire:
Arcane
Divine 18
If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
Discard this card to explore your location.

Festering Maze of Sloth Card 9:
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.

Festering Maze of Sloth Card 10:
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.
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: Trapped Spellbook

Nettlemaze Card 1:
Holy Candle
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.

Nettlemaze Card 2:
Stone Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.

Nettlemaze Card 3:
Werewolf
Monster C
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 4:
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.

Nettlemaze Card 5:
Deathweb
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

Nettlemaze Card 6:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Nettlemaze Card 7:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Nettlemaze 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.

Nettlemaze Card 9 (Enchanter):
Enchanter
Monster B
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.

Nettlemaze Card 10 (Hag):
Hag
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

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: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Sinspawn Axeman, Pit Trap, Sheriff Hemlock, Scrying, Blessing of the Gods, Lizard, Adherer, Blessing of Pharasma, Shadow

Shimmerglens Card 1:
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.

Shimmerglens 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.

Shimmerglens Card 3:
Sinspawn Axeman
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

Shimmerglens Card 4:
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.

Shimmerglens Card 5:
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.

Shimmerglens Card 6:
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.

Shimmerglens Card 7:
Lizard
Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

Shimmerglens Card 8:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens Card 9:
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.

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: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Yoon/dinketry, Urgraz/Yewstance, Augury, Potion of Healing

Deeper Dungeons Card 1 (Adherer):
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Deeper Dungeons Card 2 (Short Sword +1):
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.

Deeper Dungeons Card 3 (Mammoth):
Mammoth
Monster 4
Traits:
Animal
To Defeat:
Combat 16
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.

Deeper Dungeons Card 4:
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.

Deeper Dungeons Card 5:
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.

Deeper Dungeons Card 6:
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.

Deeper Dungeons Card 7 (Crushing Door):
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

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: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Hawkmoon,

Thassilonian Dungeon Card 1 (Augury):
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.

Thassilonian Dungeon Card 2 (Trapped Spellbook):
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Thassilonian Dungeon Card 3 (Ogre):
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.

Thassilonian Dungeon Card 4 (Adherer):
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.


Yoon Deck Handler

Top card of blessings discard: Blessing of the Gods.
Look at Urgraz' top card - Corruptive Half-Plate. Leave it there.
Free explore and encounter Adherer.

Yoon swims and sloshes through the neck-deep slime followed by the dark dwarf. A viscous arm rises up from the ooze and wraps around her head.

Bad choice, Yoon thinks as her eyes begin to glow red.

Recharge Elemental Mastery from top of deck to add 2d4 to this check. Not forgetting Urgraz' Divine Fortune or my Vril Staff.

Combat (18+1) #1 Check: 1d10 + 2 + 3 + 1d8 + 2d4 + 1d6 + 1d6 - 2 ⇒ (2) + 2 + 3 + (3) + (2, 2) + (2) + (2) - 2 = 16 Hold up. Use Kinetic Blast to add a 1d4 for each point of damage - 3 - for that potential failure.
Additional Kinetic Damage: 3d4 ⇒ (4, 2, 3) = 9 + 14 = 23: SUCCESS!

Yoon erupts in a massive explosion of goo and flame, temporarily washing the slime away from her form. As the mutating gelatinous forms flow back at her in a crashing wave, the pale and weak-appearing girl thrusts both of her hands down into the ooze and screams, her mouth raised to the stony ceiling, lava bursting from her eyes, ears, nose, and mouth!

Auto-fail Kinetic Blast recharge check. Urgraz, can I use your Blessing of the Archdevils for this second check, please?
Combat (18+1) #2 Check: 2d10 + 2 + 3 + 1d8 + 1d6 + 1d6 - 2 ⇒ (7, 8) + 2 + 3 + (5) + (4) + (5) - 2 = 32 SUCCESS!

An explosion of searing heat rips through the dungeons and the remaining ooze pockets shrivel up as glops of solidified and charred egg-like droppings shower down on Yoon and Urgraz from above, plastered to the walls and ceiling from the apocalyptic blast. The dwarf and the little girl race out of the dungeon corridors.

Fortitude (8) Closure Check: 1d10 + 2 + 3 + 1d6 ⇒ (7) + 2 + 3 + (5) = 17 SUCCESS! Location closed!
At end of turn, reveal Aegis of Recovery to recharge Kinetic Blast from discard pile. Reset hand and end turn.

Yoon wrote:

Hand: Blessing of Angradd, Vril Staff, Aegis of Recovery, Ambusher, Primal Attunement, Sign of the Lantern Bearer

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Die Bumps used: 2/4; Please use Blessing of Angradd as needed (2 die to any Fire check). Also Sign of Lantern Bearer gets recharged for any armor acquire check.
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 [X] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [X] +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), ([X] you may recharge the card instead, and) 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.
Role: Herald of Gom-Gom - [X] You may reveal the item Gom-Gom to gain the skill Diplomacy: Charisma +4 until the end of the turn.


During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.
Additional Rules:

Villain:
Putrid Horror
Spoiler:
Villain 5
Type: Monster

Traits:Aberration

To Defeat:Combat 19

All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Henchman:
Adherer
Spoiler:
Henchman 5
Type: Monster

Traits:Aberration

To Defeat:Combat 18THENCombat 18

If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 7, Urgraz/Yewstance

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:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Spoiler:
Iron Golem
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 22
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat

Spoiler:
Shining Child
Monster 4
Traits:
Outsider
To Defeat:
Combat 20
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Spoiler:
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.

Barriers
Spoiler:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.

Spoiler:
Necromantic Deathtrap
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable
Arcane 14
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of 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.

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:
Invasion Plans
Barrier 4
Traits:
Cache
To Defeat:
Wisdom
Survival 13
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Weapons
Spoiler:
Shortspear +3
Weapon 4
Traits:
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

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:
Vicious Trident +1
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.

Spoiler:
Shortspear +3
Weapon 4
Traits:
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

Spoiler:
Venomous Heavy Crossbow +2
Weapon 5
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

Spells
Spoiler:
Teleport
Spell 4
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 12
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Blizzard
Spell 5
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 12
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Raise Dead
Spell 5
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 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:
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.

Armors
Spoiler:
Chainmail of Cold Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Cold 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:
Bolstering Armor
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
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:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
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 Studded Leather Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5
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 light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
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
Fire
Ranged 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:
Wand of Treasure Finding
Item 5
Traits:
Arcane
Magic
Wand To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
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.

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.

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:
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.

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:
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:
Charmed Red Dragon
Ally 4
Traits:
Dragon To Acquire:
Charisma
Diplomacy
Arcane
Divine 12
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

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 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:
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 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:
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.

Top of Blessing Discard Pile:

Blessing of Sarenrae:
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 Remaining: 24

Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card 1
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 2
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 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 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 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.
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 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 8
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 9
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 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 Shelyn
Blessing C
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 12
Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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 15
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 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 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 18
Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 19
Spoiler:
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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 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 22
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 23
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 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.

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: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Salim/NathanDavis,

Catacombs of Wrath Card 1 (Cloak of Elvenkind):
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Catacombs of Wrath Card 2:
Enchanter
Monster B
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.

Catacombs of Wrath Card 3:
Succubus
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

Catacombs of Wrath Card 4:
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.

Catacombs of Wrath Card 5:
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 6:
Putrid Horror
Villain 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 19
All damage dealt by the Putrid Horror is Acid damage.
If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Catacombs of Wrath Card 7:
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.

Catacombs of Wrath Card 8:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Festering Maze of Sloth Card 1 (Adherer):
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Festering Maze of Sloth Card 2 (Frost Ray):
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.

Festering Maze of Sloth Card 3 (Elder Earth Elemental):
Elder Earth Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.

Festering Maze of Sloth Card 4:
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.

Festering Maze of Sloth Card 5:
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.

Festering Maze of Sloth Card 6:
Mass Cure
Spell 4
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 7:
Cave Bear
Monster 4
Traits:
Animal
To Defeat:
Combat 16
Damage dealt by the Cave Bear is increased by 1d4-1.

Festering Maze of Sloth Card 8:
Zuvuzeg
Ally 5
Traits:
Demon
Outsider To Acquire:
Arcane
Divine 18
If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
Discard this card to explore your location.

Festering Maze of Sloth Card 9:
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.

Festering Maze of Sloth Card 10:
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.
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: Trapped Spellbook

Nettlemaze Card 1:
Holy Candle
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.

Nettlemaze Card 2:
Stone Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.

Nettlemaze Card 3:
Werewolf
Monster C
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 4:
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.

Nettlemaze Card 5:
Deathweb
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

Nettlemaze Card 6:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Nettlemaze Card 7:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Nettlemaze 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.

Nettlemaze Card 9 (Enchanter):
Enchanter
Monster B
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.

Nettlemaze Card 10 (Hag):
Hag
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

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: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Sinspawn Axeman, Pit Trap, Sheriff Hemlock, Scrying, Blessing of the Gods, Lizard, Adherer, Blessing of Pharasma, Shadow

Shimmerglens Card 1:
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.

Shimmerglens 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.

Shimmerglens Card 3:
Sinspawn Axeman
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

Shimmerglens Card 4:
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.

Shimmerglens Card 5:
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.

Shimmerglens Card 6:
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.

Shimmerglens Card 7:
Lizard
Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

Shimmerglens Card 8:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens Card 9:
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.

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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/dinketry, Urgraz/Yewstance,

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: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Hawkmoon,

Thassilonian Dungeon Card 1 (Augury):
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.

Thassilonian Dungeon Card 2 (Trapped Spellbook):
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Thassilonian Dungeon Card 3 (Ogre):
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.

Thassilonian Dungeon Card 4 (Adherer):
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.


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

I might have to request that we double-check how we're referring to each other's hands, because Yoon referred to a couple of illegal cards from Urgraz.

Blessing of the Archdevils was used by Ezren, and a Cure was left on top of my deck from Salim on Salim's turn, and both of those cards were tracked in the Combined Deck Handler and my read-only individual Deck Handler, so I'm not sure how both issues came up.

As mentioned in hangouts, I think Salim will need to discard a blessing to keep Yoon's turn legal, since Urgraz couldn't.

==========================

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

Urgraz attempts to recharge Divine Fortune.
Divine 13: 1d8 + 2 + 1d6 ⇒ (4) + 2 + (1) = 7 -> Divine Fortune discarded.
Urgraz uses the Adventure Reward, examining the top card of Yoon's deck: Sign of the Stranger.
Urgraz leaves it there.

Urgraz gives Suurlahetas to Yoon.
Yoon banishes Suurlahetas to search the entirety of the Shimmerglens, and draws the following boon from it...
Shimmerglens Card 7: Lizard

Lizard:

Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
That text is very wrong, someone gave it the powers of Frilled Lizard. Here's the actual text of the card.
Urgraz buries Menacing Backsword +1 to draw Suurlahetas back to his hand.

Covering his face from Yoon's... outburst, the Duergar follows the kineticist out of this portion of the chambers, hoping to fight to higher ground where they'll be free of the oozes which are already beginning to meld together again, forming new abominations to drag them back into the sickly pools.

Urgraz moves to the Festering Maze of Sloth, and takes his free exploration.
Festering Maze of Sloth Card 1: Adherer

Adherer:

Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.
The scenario power subtracts 2 from Urgraz's checks, effectively making them +2 difficulty.
Urgraz reveals and discards Flaming Ranseur +3 for combat.

Combat 20: 1d8 + 7 + 2d4 + 3 + 1d10 ⇒ (8) + 7 + (2, 4) + 3 + (1) = 25 -> First check passed.
Scenario Power: 1d6 ⇒ 6 -> No effect.
Urgraz reveals Mokmurian's Club for combat, additionally discarding Torch to its power to add another 1d10. Salim discards Light Crossbow +1 to add 1d4 to Urgraz' combat check.
Combat 20: 1d8 + 7 + 1d10 + 2 + 1d10 + 1d4 ⇒ (3) + 7 + (8) + 2 + (6) + (3) = 29 -> defeated. From defeating a monster with Mokmurian's Club, Urgraz randomly recharges Blessing of the Archdevils from his discard pile.

As soon as the ooze begins taking the shape of limbs and parts once again, Urgraz turns and flings a fiery, magical Sansuer - previously ransacked - into its half-formed shape, causing it to writhe. The acids of the ooze begin to break down the spear, but Urgraz casts an enlarge person spell on himself to follow his attack up with a strike of his vast club; flattening the remainder of the aberration and crushing the spear in the process - the fragments of the weapon quickly exploding into a burst of cinders.

Urgraz requests that Yoon discard a blessing of her choice to add a die to his check to close, and additionally discards the top card of his deck (Cure (Salim)) to add 1d6+1.
Fortitude 12: 2d10 + 2 + 1d6 + 1 ⇒ (6, 7) + 2 + (5) + 1 = 21 -> Festering Maze of Sloth is closed.

Urgraz coats himself with a magical ward; not interested in allowing his beard and skin to be singed any further, should Yoon's flames be fanned once again.

Damn! After all of the umm-ing and err-ing on Hangouts, I elected not to Suurlahetas this location so as not to shuffle the henchman away, but it had an Ally 5 I could've grabbed with it. Shoot.

Urgraz ends his turn and resets his hand.

Urgraz wrote:

Hand: Mokmurian's Club, Suurlahetas, Lockpick Shield, Blessing of Mazmezz, Corruptive Half-Plate, Blessing of Dispater,

Displayed:
Deck: 4 Discard: 10 Buried: 4
Notes: Somehow I didn't draw either the Cure or Aegis of Recovery still in my deck all game, which is actually beginning to wear me down significantly. My next turn will be an uncommonly cautious one.

Blessings are free to use. I'll recharge Corruptive Half-Plate to recharge Blessing of Dispater when it's used.

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6 [ ] 7
Proficient with: All
Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.

ADDITIONAL REWARDS:

Spoiler:

Adventure 4 Reward: For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Die Bumps remaining: 3

Shimmerglens is shuffled, after Card 7 is removed.

Yoon has Sign of the Stranger on top of her deck, and it's listed in the "On Top" section of her Deck Handler (cell F6).
Yoon drew the AD4 Lizard card.
Yoon discards a blessing/Sign of her choice.


Deck Handler // Searching for: Armor 6

Do I bury Light Crossbow +1: 1d6 ⇒ 1 Buried

The hour of Lamashtu

Start of Turn, No Blessing: Draw the Melted Blade

Not tempted by the promise of an elven cloak, Salim draws a blade and heads to the Nettlemaze.

A Holy Candle lights the way. Recharged Vizier takes some interest in it.

Acquire Divine 10: 1d6 + 1d8 + 4 ⇒ (5) + (4) + 4 = 13

The Vizier takes the flame and lights more candles with it Bury Holy Candle

Shuffle in discarded Blessings into Blessing Deck: 1d6 ⇒ 2

Salim wrote:

Hand: Fortune-Teller, Vampiric Backsword +3, Blessing of Eternal Rose, Celestial Armor, Psychometrist, Captain's Cutlass, The Melted Blade,

Displayed:
Deck: 8 Discard: 4 Buried: 2
Notes: Blessing of Eternal Rose available as usual.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 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 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
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.
☑ 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 ☑ 6 ☑ 7
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)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (□ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Ezren's Hand || Ezren's Deck

The hour is something. It probably won't matter.

Ezren holds Hrym aloft to bring Rodrick back to him.

Free exploration: Augury
Ezren goes to pick up that nice spell he saw earlier.
Arcane 6: 1d12 + 4 + 2 + 2 ⇒ (4) + 4 + 2 + 2 = 12
Success
Acquired

Magical acquisition exploration: Trapped Spellbook
Behind it he sees a very nice, but dangerous spellbook.
Play Toxic Cloud
Play Mistform for 2 dice.
Arcane 15: 1d12 + 4 + 2 + 2d12 ⇒ (3) + 4 + 2 + (6, 4) = 19
Success
Ezren examines his deck to see Swipe. He draws it.
Location power: Draw Vizier.
Arcane 12 recharge: 1d12 + 4 + 2 + 2 ⇒ (8) + 4 + 2 + 2 = 16
Success. Recharged
Defeated
Random spells: 1d4 ⇒ 4
NICE!
Teleport (4)
Blizzard (5)
Raise Dead (5)
Incendiary Cloud (3)

Ezren is loaded with spells.

Ezren plays Augury (Monsters) to slip by the Ogre and get to the Adherer.
Make the order Adherer, Ogre.
Ezren examines the next card: Robe of Runes. Can't draw it.
Location power: Draw Robe of Runes.
Arcane 8 recharge: 1d12 + 4 + 2 + 2 ⇒ (3) + 4 + 2 + 2 = 11
Success. Recharged.

Reload Vizier to examine: Adherer. Then discard to explore: Adherer
Display Incendiary Cloud when encountered.
Volcanic Storm, Robe of Runes
Combat 18: 1d12 + 4 + 2 + 3d6 + 2d4 + 1d6 - 2 ⇒ (10) + 4 + 2 + (3, 1, 5) + (1, 2) + (1) - 2 = 27
Success
Examine next card: Crystal Ball. Can't draw.
Robe of Runes
Arcane 13 recharge: 1d12 + 4 + 2 + 2 + 2 ⇒ (12) + 4 + 2 + 2 + 2 = 22
Success Recharged.
Scorching Ray, Robe of Runes
Combat 18: 1d12 + 4 + 2 + 2 + 2d6 + 2d4 + 1d6 - 2 ⇒ (4) + 4 + 2 + 2 + (2, 4) + (2, 3) + (2) - 2 = 23
Success
Robe of Runes
Arcane 8 recharge: 1d12 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13
Success. Recharged.
Defeated.

Attempting to close location.
Robe of Runes
Arcane 7: 1d12 + 4 + 2 + 2 ⇒ (11) + 4 + 2 + 2 = 19
Success
Location closed.

Ending my turn.
Robe of Runes on all my Intelligence checks.
Arcane 10 recharge Toxic Cloud: 1d12 + 4 + 2 + 2 + 2 ⇒ (9) + 4 + 2 + 2 + 2 = 19
Success. Recharged.
Arcane 10 recharge Incendiary Cloud: 1d12 + 4 + 2 + 2 + 2 ⇒ (5) + 4 + 2 + 2 + 2 = 15
Success. Recharged.
Play Teleport to move to Catacombs.
Arcane 14 recharge: 1d12 + 4 + 2 + 2 + 2 ⇒ (6) + 4 + 2 + 2 + 2 = 16
Success
Recharged

Discard Raise Dead when resetting.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+1
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 (☐ or recharge it).
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) (☐3) (☐4)to your check to recharge a card.
☑If you play a spell to evade a monster, you may put the monster on the bottom of the deck.
☑Add 2 (☐ 4) to your check to acquire a spell (☐ or ally).
☐At the start of your turn, you may discard a card to draw a card.

Hand: Hrym, Robe of Runes, Wand of Enervation, Blizzard, Swipe, Invincible Breastplate, Crystal Ball
Deck: 13 Discard: 8 Buried: 1 Displayed: 0
Notes: Reroll: Used, Die Bumps: 2/4

Summary: Acquired Augury (card 1). Acquired first 4 random spells. Closed Thassilonian Dungeon. Moved to Catacombs.


Blessings of Lamashtu and Pharasma were shuffled back into the Blessings deck. Blessing of Gozreh was discarded for Ezren’s turn.

During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.
Additional Rules:

Villain:
Putrid Horror
Spoiler:
Villain 5
Type: Monster

Traits:Aberration

To Defeat:Combat 19

All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Henchman:
Adherer
Spoiler:
Henchman 5
Type: Monster

Traits:Aberration

To Defeat:Combat 18THENCombat 18

If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 10, Yoon/dinketry

Random Cards:

Monsters
Spoiler:
Harpy
Monster 4
Traits:
Harpy
To Defeat:
Combat 14
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.

Spoiler:
Wyvern
Monster 4
Traits:
Dragon
To Defeat:
Combat 16
If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced.

Spoiler:
Zombie Giant
Monster C
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.

Spoiler:
Troll
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

Spoiler:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Barriers
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:
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:
Disjunction Pulse
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15
If your check to defeate the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

Spoiler:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Spoiler:
Reduction Field
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

Weapons
Spoiler:
Shortspear +3
Weapon 4
Traits:
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12.

Spoiler:
Acidic Sling +3
Weapon 5
Traits:
Bludgeoning
Magic
Ranged
Sling To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait.

Spoiler:
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.

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:
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.

Spells
Spoiler:
Restoration
Spell 4
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 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:
Raise Dead
Spell 5
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 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:
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.

Armors
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:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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:
Arrow Catching Studded Leather
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
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:
Bolstering Armor
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
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:
Lesser Bolstering Armor
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
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.

Items
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:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Magic To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing 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:
Wand of Treasure Finding
Item 5
Traits:
Arcane
Magic
Wand To Acquire:
Wisdom
Perception 7
Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
Magic Spyglass
Item 4
Traits:
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Allies
Spoiler:
Mayor Kendra Deverin
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.

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:
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:
Charmed Red Dragon
Ally 4
Traits:
Dragon To Acquire:
Charisma
Diplomacy
Arcane
Divine 12
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.

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.

Blessings
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.

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 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:
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 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.

Top of Blessing Discard Pile:

Blessing of Gorum:
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 Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck 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.
Spoiler:
Blessings Deck Card 2 /
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 3 /
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 4 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 5 /
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:
Blessings Deck Card 6 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 7 /
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 8 /
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 9 /
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:
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 Shelyn
Blessing C
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 12 /
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 13 /
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 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 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 16 /
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 17 /
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.
Spoiler:
Blessings Deck Card 18 /
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:
Blessings Deck Card 19 /
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.
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 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.
Spoiler:
Blessings Deck Card 22 /
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 23 /
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.

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: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren

Catacombs of Wrath Card 1 (Cloak of Elvenkind):
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Catacombs of Wrath Card 2:
Enchanter
Monster B
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.

Catacombs of Wrath Card 3:
Succubus
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

Catacombs of Wrath Card 4:
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.

Catacombs of Wrath Card 5:
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 6:
Putrid Horror
Villain 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 19
All damage dealt by the Putrid Horror is Acid damage.
If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Catacombs of Wrath Card 7:
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.

Catacombs of Wrath Card 8:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.

Festering Maze of Sloth
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

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: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Salim, Trapped Spellbook

Nettlemaze Card 1:
Stone Giant
Monster 4
Traits:
Giant
To Defeat:
Combat 16
Damage Dealt by the Stone Giant is dealt to each character at this location.

Nettlemaze Card 2:
Werewolf
Monster C
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 3:
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.

Nettlemaze Card 4:
Deathweb
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

Nettlemaze Card 5:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Nettlemaze Card 6:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Nettlemaze Card 7:
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.

Nettlemaze Card 8 (Enchanter):
Enchanter
Monster B
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.

Nettlemaze Card 9 (Hag):
Hag
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
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: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Sinspawn Axeman, Pit Trap, Sheriff Hemlock, Scrying, Blessing of the Gods, Adherer, Blessing of Pharasma, Shadow

Shimmerglens 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.

Shimmerglens Card 2:
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.

Shimmerglens Card 3:
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.

Shimmerglens Card 4:
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.

Shimmerglens Card 5:
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.

Shimmerglens Card 6:
Sinspawn Axeman
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

Shimmerglens Card 7:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens 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.

Deeper Dungeons
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,

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:


Yoon Deck Handler

Out of turn: discard Sign of the Lantern Bearer.

Top card of blessings discard pile: Blessing of Gorum. Move to Nettlemaze.

Yoon skips along through the muck to an area where barbed weeds poke out. She sees Salim nearby.

Discard Ambusher to examine the top 3 cards of the location: #1 - [b]Stone Giant; #2 - Werewolf; #3 - [b]Longbow +1. Reorder as #3, #1, #2. Use free explore and encounter the bow.

Dexterity (9) Check: 1d10 + 1 ⇒ (7) + 1 = 8 FAIL.

Yoon thinks she sees a longbow poking out from amongst the weeds, but when she reaches for it, she finds her eyes playing tricks on her.

Discard [b]Lizard to explore again. Encounter Stone Giant.

The ooze suddenly rises up in a giant wave, threatening to crush the kineticist under a deluge of slime and thorns!

Combat (16) Check: 1d10 + 2 + 3 + 1d8 + 1d6 ⇒ (6) + 2 + 3 + (7) + (5) = 23 SUCCESS!

Yoon blasts through the wave of slime, burning up the attack with ease.

End turn. Reset hand. Reveal Aegis of Recovery to recharge random card from discard pile.

Which random card?: 1d3 ⇒ 3 Lizard.

Yoon wrote:

Hand: Blessing of Angradd

Vril Staff
Aegis of Recovery
Sign of the Stranger
Primal Attunement
Cauterize
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Die Bumps used: 2/4; Use the blessings!
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 [X] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d4 [ ] +1
Charisma d8 [X] +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), ([X] you may recharge the card instead, and) 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.
Role: Herald of Gom-Gom - [X] You may reveal the item Gom-Gom to gain the skill Diplomacy: Charisma +4 until the end of the turn.


During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
When you discard a weapon, an armor, or an item for its power, roll 1d6; on a result of 1, bury it instead.
Additional Rules:

Villain:
Putrid Horror
Spoiler:
Villain 5
Type: Monster

Traits:Aberration

To Defeat:Combat 19

All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Henchman:
Adherer
Spoiler:
Henchman 5
Type: Monster

Traits:Aberration

To Defeat:Combat 18THENCombat 18

If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from.


Turn: 11, Urgraz/Yewstance

Random Cards:

Monsters
Spoiler:
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.

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:
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.

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:
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.

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:
Reduction Field
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13
If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

Spoiler:
Large Chest
Barrier C
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:
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:
Disjunction Pulse
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15
If your check to defeate the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

Weapons
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:
Vicious Trident +1
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm To Acquire:
Strength
Melee 12
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.

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:
Greatclub +3
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; 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.

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.

Spells
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:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6
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:
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:
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:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Armors
Spoiler:
Lesser Bolstering Armor
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
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:
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:
Chainmail of Cold Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Combat or Cold 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:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10
If you played a weapon with the 2-handed trait on this check, you may not play this card.
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.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Studded Leather Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5
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 light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Spyglass
Item C
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 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:
Headband of Inspired Wisdom
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom 7
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.

Spoiler:
Wand of Scorching Ray
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged 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 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.

Allies
Spoiler:
Zuvuzeg
Ally 5
Traits:
Demon
Outsider To Acquire:
Arcane
Divine 18
If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn.
Discard this card to explore your location.

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:
Mayor Kendra Deverin
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.

Spoiler:
Sacred Killer
Ally 5
Traits:
Half-Orc
Rogue To Acquire:
Dexterity
Stealth 11
OR Charisma
Diplomacy 13
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.

Spoiler:
Clockwork Librarian
Ally 4
Traits:
Automaton To Acquire:
Intelligence
Knowledge 11
Recharge this card to add 2d8 to your Intelligence or Knowledge check.
Recharge this card to succeed at your check to acquire a spell.

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 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 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.

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: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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 2 /
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 3 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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:
Blessings Deck Card 5 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 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 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.
Spoiler:
Blessings Deck Card 8 /
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:
Blessings Deck Card 9 /
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 10 /
Blessing of Shelyn
Blessing C
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 11 /
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 12 /
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 13 /
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 14 /
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 15 /
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 16 /
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.
Spoiler:
Blessings Deck Card 17 /
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:
Blessings Deck Card 18 /
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.
Spoiler:
Blessings Deck Card 19 /
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 20 /
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.
Spoiler:
Blessings Deck Card 21 /
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 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.

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: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Hawkmoon,

Catacombs of Wrath Card 1 (Cloak of Elvenkind):
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Catacombs of Wrath Card 2:
Enchanter
Monster B
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.

Catacombs of Wrath Card 3:
Succubus
Monster 5
Traits:
Demon
Outsider
To Defeat:
Combat 17
The Succubus is immune to the Electricity, Fire, and Poison traits.
Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait.
If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings.

Catacombs of Wrath Card 4:
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.

Catacombs of Wrath Card 5:
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 6:
Putrid Horror
Villain 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 19
All damage dealt by the Putrid Horror is Acid damage.
If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location.

Catacombs of Wrath Card 7:
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.

Catacombs of Wrath Card 8:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17
If undefeated, move to a random open location and shuffle the Roc into that deck.
Festering Maze of Sloth
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,

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: 5 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Salim/NathanDavis, Yoon/dinketry, Trapped Spellbook

Nettlemaze Card 1 (Werewolf):
Werewolf
Monster C
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 2:
Deathweb
Monster 4
Traits:
Undead
To Defeat:
Combat 17
OR Divine 14
The Deathweb is immune to the Mental and Poison traits.
Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location.
If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location.

Nettlemaze Card 3:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Nettlemaze Card 4:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Nettlemaze Card 5:
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.

Nettlemaze Card 6 (Enchanter):
Enchanter
Monster B
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.

Nettlemaze Card 7 (Hag):
Hag
Monster 3
Traits:
Hag
To Defeat:
Combat 15
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

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: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Sinspawn Axeman, Pit Trap, Sheriff Hemlock, Scrying, Blessing of the Gods, Adherer, Blessing of Pharasma, Shadow

Shimmerglens 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.

Shimmerglens Card 2:
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.

Shimmerglens Card 3:
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.

Shimmerglens Card 4:
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.

Shimmerglens Card 5:
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.

Shimmerglens Card 6:
Sinspawn Axeman
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.

Shimmerglens Card 7:
Adherer
Henchman 5
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18
If you play a weapon on your check to defeat and fail that check, bury the weapon.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens 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.

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

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:


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

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

Urgraz moves to the Shimmerglens, and takes his free exploration.
Shimmerglens 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 Mokmurian's Club for combat.
Combat 13: 1d8 + 7 + 1d10 + 2 ⇒ (8) + 7 + (3) + 2 = 20 -> Shadow defeated. From defeating a monster with Mokmurian's Club, Urgraz randomly recharges Black Arrow Ranger from his discard pile.

Urgraz manages to find a brief respite from the muck and ooze; a curiously-lit portion of these halls seeming to provide a curious barrier that holds the slime back but does not impede Urgraz's passage within. As he enters the bubble, curious, he finds it resists his efforts to leave its perimeter to the sea of slime blocked up against it, like water against glass.

As he investigates the barrier closely, he senses a dark force in here with him. He turns to face the origin of the odd lights - growths of plants and carefully-placed orbs aligned along the walls and roof of this area, not dissimilar to lighting within the Darklands of his youth. The shadows they cast here, however, flicker and move with a life of their own. Urgraz, however, knows a solution to that.

A quick stress-relieving round of shattering some of the orbs and lights later, and the room is now significantly darker - but the supernatural entities having faded with the light.

Urgraz discards Blessing of Dispater to explore his location, recharging Corruptive Half-Plate to turn the top card of the blessings discard pile (Blessing of the Gods) Corrupted so that Blessing of Dispater is recharged instead.
Shimmerglens Card 2: Sheriff Hemlock

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.
Urgraz does not attempt a check to acquire. Sheriff Hemlock banished.

Some of the slime gurgles and shifts against the invisible wall presented by the barrier - perhaps it was weakened with the destruction Urgraz caused? Some of the ooze shifts into a humanoid shape and manages to force its way through the wall, swinging a blade formed from slime at the Duergar clumsily. Unwilling to let his weapons be damaged at such a petty foe, Urgraz simply punches a mailed fist through the would-be skull of the Ooze, before physically tearing it apart, limb from limb, and throwing the semi-tangible remains back through the barrier into the pool of slime.

With that distraction gone, this seems like a sufficiently safe place for some rest and plotting. This adventure has not gone as planned, and he'll need to think of how he can turn this situation to his advantage. Actual, living runelords were not foreseen...

Urgraz ends his turn and resets his hand.

Urgraz wrote:

Hand: Mokmurian's Club, Suurlahetas, Lockpick Shield, Blessing of Mazmezz, Blessing of Rovagug, Cure,

Displayed:
Deck: 5 Discard: 9 Buried: 4
Notes: See below.

At the start of Salim's turn, Urgraz reveals Cure to heal himself.

Cure: 1d4 + 1 ⇒ (4) + 1 = 5 -> Nice. Urgraz shuffles 5 cards (Blessing of Mammon, Blessing of Maat, Divine Fortune, Torch, Longsword +1) from his discard pile into his deck. Recharged pile cleared.
Divine 8: 1d8 + 2 ⇒ (7) + 2 = 9 -> Cure recharged.

Urgraz wrote:

Hand: Mokmurian's Club, Suurlahetas, Lockpick Shield, Blessing of Mazmezz, Blessing of Rovagug,

Displayed:
Deck: 11 Discard: 4 Buried: 4
Notes: Blessing of Mazmezz and Rovagug free to use. Urgraz will bury Blessing of Rovagug on use to draw Cure from his discard pile.

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6 [ ] 7
Proficient with: All
Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) 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.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.

ADDITIONAL REWARDS:

Spoiler:

Adventure 4 Reward: For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Die Bumps remaining: 3


Deck Handler // Searching for: Armor 6

Aba-Day

Start of Turn: Examine Yoon's top card, sees Sign of the Pack. Leaves it there.

In the muck and the brier, the revealed Fortune Teller sees signs of a "bane" nearby, a Werewolf specifically.

Salim draws reveals the thirsty Vampiric Backsword +3 and ambushes the lycanthrope.

Combat 13: 1d8 + 5 + 2d6 + 3 ⇒ (3) + 5 + (3, 6) + 3 = 20

Top Deck Vampiric Backsword +3: Recharge Sorrowsoul
Monster Defeat: Shuffle in Scythe +1

The beast falls into the muck without making so much as a peep.

Free Explore

The scent of blood draws out a Deathweb and it attacks.

BYA: Yoon and Salim take 1 Combat Damage each. Salim reveals Celestial Armor to reduce to 0

Its pincers cannot get through Salim's armor.

Reveal The Melted Blade and bury Psychometrist

Combat 17: 1d8 + 5 + 2d4 + 5 + 2d4 ⇒ (1) + 5 + (2, 3) + 5 + (1, 3) = 20

Monster Defeat: Shuffle in Magic Spyglass

Salim spins around drawing the Melted Blade, feeling the weapon heat up instantly. The giant undead arachnid lunges forward, Salim slides just underneath its body, plunging the sword into it. It briefly goes rigid, then starts to collapse, it's all Salim can do to escape being crushed beneath.

Discard Blessing of the Eternal Rose

Salim is pulling much and thorns out of his clothes when he chances upon fascinating looking book. He can't help but open it: Trapped Spellbook

Discard Yoon's Blessing of Angradd and Urgraz's Blessing of Rovagug

Divine 15: 1d6 + 1d8 + 2d6 + 3d6 ⇒ (4) + (3) + (4, 2) + (6, 2, 1) = 22

Empowered by what he's learned from Yoon and Urgraz about fire and trickery, Salim is able to navigate the words without setting off the trap.

Random Spells: 1d4 ⇒ 4

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.

Scorching Ray:

Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6
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.

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.

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.

Salim using a newfound power of seeing Discard Augury to seek out the Monsters within.

Keep Adherer on top

Discard Fortune Teller to explore

Salim finds the Adherer and draws the Melted Blade yet again, newly learned spells full his blade.

Reveal The Melted Blade and bury Scorching Ray

Combat 18: 1d8 + 5 + 2d4 + 5 + 2d4 - 2 ⇒ (2) + 5 + (4, 4) + 5 + (1, 1) - 2 = 20

Reveal The Melted Blade and bury Frost Ray

Combat 18: 1d8 + 5 + 2d4 + 5 + 2d4 - 2 ⇒ (1) + 5 + (3, 4) + 5 + (1, 4) - 2 = 21

Monster Defeat: Shuffle in Fortune-Teller

Fueled by fire and then ice the Salim destroys the aberration.

Time to close!

Just then, and Ogre crashes through the muck to attack Salim.

Reveal The Melted Blade and bury Lightning Bolt

Combat 14: 1d8 + 5 + 2d4 + 5 + 2d4 ⇒ (5) + 5 + (2, 2) + 5 + (1, 1) = 21

Monster Defeat: Shuffle in Augury

Lightning shoots through Salim's blade as he easily slices through the lumbering beast.

Salim rushes to Ezren's side at the Catacombs of Wrath.

End of Turn: Bury Celestial Armor

Salim wrote:

Hand: Augury, Scythe +1 , Magic Spyglass, Quick-Change Mask, Evangelist, Captain's Cutlass, The Melted Blade,

Displayed:
Deck: 10 Discard: 2 Buried: 6
Notes: At my location: Use Magic Spyglass and Augury to your liking!

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [X] 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 [X] +2 [ ] +3
Diplomacy: Charisma +2

Die Bumps: 3
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.
☑ 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 ☑ 6 ☑ 7
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)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (□ and a spell) in your hand, you may draw a card. (□ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.

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