
Yoon - Dinketry |

Yoon will start at the Festering Maze of Sloth.
Hand: Dragon's Breath, Blessing of Ra, Object Reading, Vampire Squid, Wayfinder, Vril Staff
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Die Bumps used: 3/4
Sideboard cards:
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 ([X] or bury 1 from your hand), 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.

Nathan Davis Obsidian Entertainment |

Urgbot is at Shrine to Lamashtu with Salim
Hand: Aegis of Recovery, Fanged Falchion, Blessing of the Archdevils, Steal Soul, The Asmodean Disciplines (Redeemed), Mokmurian's Club, Lockpick Shield,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
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 [X] 7
Proficient with: Light Armors // Heavy Armors // Weapons
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.

BR EmpTyger |

During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.
During This Scenario: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Additional Rules:
Type: Monster
Traits:Cultist Human
To Defeat:Combat 23THENCombat Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
Type: Monster
Traits:Fighter Human Wizard
To Defeat:Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location.
Turn: 1, Yoon/dinketry
Monsters
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19 Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Spells
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.
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.
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.
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.
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Armors
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.
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.
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.
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.
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
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.
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.
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.
Item 4
Traits:
Magic
Staff To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
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.
Allies
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.
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.
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.
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.
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.
Blessings
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.
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.
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.
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.
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 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: 29
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here:
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.
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll.
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.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
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.
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.
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.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Location #2: 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: Yoon/dinketry,
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.
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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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.
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.
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.
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.
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.
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.
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Salim/NathanDavis, Urgraz/Yewstance,
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.
Monster 4
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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.
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.
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.
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.
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.
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.
Location #4: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Ezren/Hawkmoon,
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence
Arcane 4 Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
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.
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.
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.
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.
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.
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.
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
Location #5: 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 ?: 1
Located/Displayed Here:
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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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.
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.
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.
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.
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.
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.
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.

Salim the Undeserving |

Start of Yoon's Turn: Bury Blessing of the Lady of Graves to Examine and then shuffle Shrine to Lamashtu. Presumably, Urgraz will grab it. All cards in Shrine to Lamashtu are known

Urgraz - The Patient |

Thanks Nathan for sorting out my opening hand.
To clarify my pre-scenario actions...
Urgraz no longer has Charm Person, Harrow Deck or Corruptive Half-Plate in his deck; in their place are the following cards, including my new item:
Magic
Divine
Powers
Discard this card to allow a character at your location to examine the top 3 cards of his deck, draw 1, and shuffle the rest into his deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 11 check to recharge this card instead of discarding it.
Book
Magic
Asmodeus
Powers
Recharge this card and banish a blessing to add the top card of the blessings discard pile to your discard pile; if this card has the Corrupted trait, bury this card instead. If the blessing you added has the Asmodeus or Corrupted trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.
Banish this card to redeem a card.
Accessory
Magic
Powers
Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
Shield
Magic
Powers
At the start of any turn, display this card. While displayed, all damage dealt to you is reduced by 2, or 4 if the damage is dealt to you before or after you act. While displayed, the difficulty of your checks to defeat is increased by 1d4, or by 1d4-1 if proficient with heavy armors.
While displayed, at the end of any turn, you may recharge this card. If you do not, succeed at a Strength or Melee 6 check or discard this card.
=============
LOOT: Urgraz will trade Sinderbos (Redeemed) for Impaler of Thorns
LOOT: Urgraz will trade Menacing Backsword +1 for Mokmurian's Club
LOOT: Urgraz will trade Torch for Fanged Falchion
==============
Off turn: Urgraz buries Lockpick Shield to draw Blessing of the Lady of Graves into his hand.
Hand: Aegis of Recovery, Fanged Falchion, Blessing of the Archdevils, Steal Soul, The Asmodean Disciplines (Redeemed), Mokmurian's Club, Blessing of the Lady of Graves,
Displayed:
Deck: 13 Discard: 0 Buried: 1
Notes: Blessings are free to use (Blessing of the Lady of Graves can be used post-roll).
Urgraz will display Steal Soul as soon as a monster is defeated at his location.Please clearly indicate if any player desires a Blessing 5 card upgrade. If so, Urgraz may be using his Asmodean Disciplines to grab one from the discard pile ASAP.
Urgraz himself doesn't really need the upgrade, and I don't see it listed on anyone's profile, so I probably won't use it unless someone raises it in Hangouts, Discussion or here.
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 [X] 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:
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: 2

BR EmpTyger |

During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.
During This Scenario: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Additional Rules:
Type: Monster
Traits:Cultist Human
To Defeat:Combat 23THENCombat Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
Type: Monster
Traits:Fighter Human Wizard
To Defeat:Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location.
Turn: 1, Yoon/dinketry
Monsters
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Barriers
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.
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.
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.
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.
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.
Weapons
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.
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.
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.
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.
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
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
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.
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.
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.
Armors
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.
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.
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.
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.
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.
Items
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.
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.
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.
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.
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.
Allies
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 7
OR Charisma
Diplomacy 6 During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
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.
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.
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.
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
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.
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.
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.
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.
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 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: 29
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here:
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.
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll.
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.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
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.
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.
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.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Location #2: 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: Yoon/dinketry,
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.
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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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.
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.
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.
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.
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.
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.
Location #3: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Salim/NathanDavis, Urgraz/Yewstance, Haste, Hill Giant, Warrior of Wrath, Blessing of the Gods, Ambush, Blessing of the Gods, Ogrekin, Tickwood Boar, Blessing of Lamashtu, Large Chest
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.
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.
Monster 4
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
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.
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.
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.
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.
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.
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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Location #4: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Ezren/Hawkmoon,
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence
Arcane 4 Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
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.
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.
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.
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.
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.
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.
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
Location #5: 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 ?: 1
Located/Displayed Here:
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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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.
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.
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.
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.
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.
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.
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.

Yoon - Dinketry |

Top card of hourglass: Blessing of the Gods.
Yoon feels as if she's moving in a haze as she faces down the warrior-priests wielding blue flame. All of this portal-jumping has been too much for her head; her head is groggy and bewildered. She needs some clarity. The waif pulls a shiny bauble from her dress and examines it, looking for a connection with this reality.
Cast Object Reading. Top 3 cards of location are #1 - Charmed Red Dragon; #2 - Scout; #3 - Warrior of Wrath. Reorder them to #3; #1; #2. Auto-fail recharge check on Object Reading. Encounter Warrior of Wrath. Reveal Dragon's Breath for combat power; play Blessing of Ra on this check.
The waif looks up with a sleepy smile at the raging swordswoman swinging down her cruel sword at Yoon's head.
BYA Acrobatics (12) Check: 1d10 + 1 + 2 ⇒ (10) + 1 + 2 = 13 SUCCESS!
Combat (20) Check: 3d10 + 3 + 2 + 1d8 ⇒ (1, 4, 1) + 3 + 2 + (2) = 13 Are you kidding me? Reroll a d10.
Reroll: 1d10 ⇒ 10 + 4 + 1 + 3 + 2 + 2 = 22: SUCCESS!
With preternatural agility, Yoon dodges the sword and blasts a fiery swatch of destruction at the unholy priest, catching her robes on fire. Despite the flames enveloping her, the priest surges forward, intent on her prize. Yoon plants a ball of flame that explodes directly in the path of the doomed Lissalan hero, sending her to a choking and screeching death as her body melts into a gloppy, bubbling mess. At the end of the combat, Yoon sinks down to her knees breathing heavily.
Reveal Vril Staff for a boost to this check. Request Urgraz's Blessing of the Archdevil for this check.
Closure Fortitude (12) Check: 2d10 + 2 + 3 + 1d6 ⇒ (1, 2) + 2 + 3 + (4) = 12
Despite some of the worst rolls on the planet, Yoon has closed the location. Reveal and recharge Vampire Squid to recharge random discarded card.
Which card?: 1d2 ⇒ 1 - Object Reading
Recharge Wayfinder to move to Courtyard and examine top two cards: #1 - Amulet of Fiery Fists (Item 4); #2 - Ruyla (VILLAIN!)
End turn. Reset hand. Put my dice in the microwave as punishment.
Hand: Dragon's Breath, Aegis of Recovery, Kinetic Blast, Ambusher, Sign of the Stranger, Vril Staff
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Die Bumps used: 3/4 Reroll used
Sideboard cards:
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 ([X] or bury 1 from your hand), 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.

BR EmpTyger |

During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.
During This Scenario: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Additional Rules:
Type: Monster
Traits:Cultist Human
To Defeat:Combat 23THENCombat Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
Type: Monster
Traits:Fighter Human Wizard
To Defeat:Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location.
Turn: 2, Salim/NathanDavis
Monsters
Monster B
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barriers
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.
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.
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.
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.
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
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.
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.
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.
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.
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
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.
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
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.
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.
Armors
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.
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.
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.
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.
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.
Items
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.
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.
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.
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.
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Allies
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.
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.
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 14 Discard this card to explore your location; add 2d6 to your combat checks during this exploration.
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.
Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8 Discard this card to succeed at your Stealth or Survival check.
Discard this card to explore your location.
Blessings
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.
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.
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.
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.
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 28
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Yoon
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.
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll.
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.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
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.
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.
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.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Location #2: 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:
Location #3: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Salim/NathanDavis, Urgraz/Yewstance, Haste, Hill Giant, Warrior of Wrath, Blessing of the Gods, Ambush, Blessing of the Gods, Ogrekin, Tickwood Boar, Blessing of Lamashtu, Large Chest
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.
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.
Monster 4
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
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.
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.
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.
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.
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.
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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Ezren/Hawkmoon,
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence
Arcane 4 Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
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.
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.
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.
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.
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.
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.
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
Location #5: 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 ?: 1
Located/Displayed Here:
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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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.
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.
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.
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.
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.
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.
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.

Salim the Undeserving |

Day of the Gods.
Start of turn, no blessing: Draw Blessing of Eternal Rose
Start of turn, Examine Urgraz: Spellward Shield. Leaves it there.
Salim watches in bemused amazement as the girl, Yoon, takes down an entire wing of the chamber with fire.
Free Explore: Blessing of the Gods Acquire. Discard Sawtooth Saber + 2 and Evangelist
The feeling of envy overwhelms him. He wished he had been able to dispatch the cultists so handily. It pains him but he draws power from it.
Discard Sorrowsoul to explore. Encounter Haste. Recharge Quick-Change Mask
Acquire Arcane Diplomacy 8, add 1 to 1s and 2s: 1d8 + 4 ⇒ (8) + 4 = 12
Just then the Sorrowsoul sings a fast but sad song. Salim understands what he must do and acts fast.
Banish Haste to Explore
Suddenly a pet Hill Giant appears in front of Salim.
Reveal Vampiric Backsword +3
Combat 15: 1d8 + 5 + 2d6 + 3 ⇒ (4) + 5 + (6, 3) + 3 = 21
Monster Defeat: Shuffle in Evangelist
Salim easily fells the giant with one long vampiric slash.
Discard Blessing of the Gods to Explore
Just then, Salim is distracted by a Large Chest.
Discard Blessing of Eternal Rose
Dexterity 14: 1d8 + 3 + 1d8 + 1d8 ⇒ (4) + 3 + (7) + (4) = 18
He's able to finesse it open and finds...
Number of Weapons: 1d4 ⇒ 4
A pretty good collection, including a beautiful scimitar.
Shock Longbow +1, Shortspear +3, Longbow +1, Dancing Scimitar +2
Satisfying with what he's found. He fears that the dwarf will take it and flees to the Guard Tower
End of Turn: Bury Celestial Armor to Move
Discard Shortspear + 3 on Reset
Hand: Vampiric Backsword +3, Longbow +1 , Shock Longbow +1, Dancing Scimitar +2 , Blessing of Eternal Rose, Harbinger Disciple, Dreamstalker,
Displayed:
Deck: 12 Discard: 4 Buried: 1
Notes: Please take discard my bows for combat (1d4 Shock Longbow, 1d4 + 1 Longbow). Blessing available.
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.

BR EmpTyger |

During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.
During This Scenario: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Additional Rules:
Type: Monster
Traits:Cultist Human
To Defeat:Combat 23THENCombat Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
Type: Monster
Traits:Fighter Human Wizard
To Defeat:Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location.
Turn: 3, Urgraz/Yewstance
Monsters
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.
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.
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.
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.
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.
Barriers
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.
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.
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.
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.
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
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.
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.
Weapon B
Traits:
Chain
Finesse
Melee
Piercing To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 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.
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.
Spells
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
Items
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.
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.
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.
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.
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.
Allies
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 7
OR Charisma
Diplomacy 6 During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
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.
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.
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.
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 14 Discard this card to explore your location; add 2d6 to your combat checks during this exploration.
Blessings
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.
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.
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.
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.
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 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 Remaining: 27
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Yoon/dinketry,
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.
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll.
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.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
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.
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.
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.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Location #2: 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:
Location #3: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Urgraz/Yewstance, Warrior of Wrath, Ambush, Blessing of the Gods, Ogrekin, Tickwood Boar, Blessing of Lamashtu
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.
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.
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.
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.
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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Location #4: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Ezren/Hawkmoon,
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence
Arcane 4 Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
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.
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.
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.
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.
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.
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.
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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 ?: 1
Located/Displayed Here: Salim/NathanDavis,
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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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.
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.
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.
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.
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.
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.
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.

Urgraz - The Patient |

Currently working off the assumption that I cannot Tyrant Haste into my hand, so I'll take the armor - movement is useful to getting me into position.
Off turn: Urgraz discards Blessing of the Archdevils for Yoon's check.
Off turn: Urgraz displays Steal Soul when Salim defeats a Hill Giant at his location.
Off turn: Urgraz buries Fanged Falchion from his hand to draw Salim's buried Celestial Armor.
======================
Urgraz starts his turn.
Blessing of Erastil discarded from the blessings deck.
Urgraz remains at the Shrine to Lamashtu, and takes his free exploration.
Shrine to Lamashtu Card 1: Ambush
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.
Urgraz takes the Perception check to defeat, and automatically fails to defeat the Ambush. He examines the location deck until he finds a monster to encounter...
Shrine to Lamashtu Card 2: Blessing of the Gods
Shrine to Lamashtu Card 3: Blessing of Lamashtu
Shrine to Lamashtu 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.
Ambush subtracts 1 from each of Urgraz's dice.
Urgraz reveals Mokmurian's Club for combat. Since I want to clear my hand, I'll additionally discard Blessing of the Lady of Graves to Mokmurian Club's effect to add another 1d10.
Combat 13: 1d8 + 7 + 2d10 + 2 + 1d4 - 4 ⇒ (4) + 7 + (1, 1) + 2 + (3) - 4 = 14 -> Ogrekin defeated. From defeating a monster with Mokmurian's Club, Urgraz randomly recharges Blessing of the Archdevils from his discard pile.
As the cultists set upon them; one of them looses some kind of Ogrekin from an unseen corner, which makes a beeline for Urgraz. Urgraz shifts in size - thanks to his innate Enlarge Person power - and meets the incoming Ogre with his vast club; crushing the creature's skull. The Duergar drains what little life is left in the beast to enhance himself further, then turns back, ready for whomever else charges him next.
The Shrine to Lamashtu is shuffled.
Urgraz ends his turn, revealing Aegis of Recovery to randomly recharge Blessing of the Lady of Graves from his discard pile.
Urgraz resets his hand, choosing to recharge Celestial Armor.
Hand: Aegis of Recovery, Confidence Boost, Spell Ward Shield, Blessing of Mammon, The Asmodean Disciplines (Redeemed), Mokmurian's Club, Vampiric Backsword +3,
Displayed: Steal Soul,
Deck: 12 Discard: 0 Buried: 2
Notes: See below.
At the start of Ezren's turn, Urgraz displays Spell Ward Shield.
The Spell Ward Shield requires a check at the end of every turn to stay in play, but Urgraz automatically passes all of those checks so I won't bother making them. I do not intend to choose to recharge it at all for the remainder of the scenario, though it does make my checks to defeat slightly harder (which is more than made up for by Steal Soul).Shield
Magic
Powers
At the start of any turn, display this card. While displayed, all damage dealt to you is reduced by 2, or 4 if the damage is dealt to you before or after you act. While displayed, the difficulty of your checks to defeat is increased by 1d4, or by 1d4-1 if proficient with heavy armors.
While displayed, at the end of any turn, you may recharge this card. If you do not, succeed at a Strength or Melee 6 check or discard this card.
After Ezren's start-of-turn, Urgraz sets aside Confidence Boost, examining the top 3 cards of his character deck (Book of the Damned, Blessing of Mazmezz, Blessing of Dispater), then drawing Book of the Damned. Urgraz shuffles the remainder into his deck, clearing his recharged pile.
Divine 11: 1d8 + 2 + 1d4 ⇒ (1) + 2 + (2) = 5 -> Confidence Boost discarded.
Hand: Aegis of Recovery, Book of the Damned, Blessing of Mammon, The Asmodean Disciplines (Redeemed), Mokmurian's Club, Vampiric Backsword +3,
Displayed: Steal Soul, Spell Ward Shield,
Deck: 11 Discard: 1 Buried: 2
Notes: Blessing of Mammon is free to use, and will always add 2 dice.So, I can now redeem Book of the Damned at my leisure, and I likely will next turn, if there's no Blessing 5 to grab by then. Doing so will officially let me buy us infinite turns at the drop of a hat (pass the redeemed Book to a player, have them banish it for 4d4 turns, then I bury a card to draw it back into my hand; 4 turns later, repeat).
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 [X] 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:
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: 2

Ezren Hawkmoon |

The hour is basic.
Ezren plays Object Reading...
Charm Person
Blessing of Torag
Warlord
He flips the blessing and the spell.
Next card is: Mistform. Leave it.
Robe of Runes
Arcane 11: 1d12 + 4 + 2 + 2 + 2 ⇒ (5) + 4 + 2 + 2 + 2 = 15
Recharged
Free exploration: Blessing of Torag
Strength 4: 1d8 ⇒ 1
Failed. Banished.
Ezren and the gods still don't get along.
Discard Alaeron to explore: Charm Person
Robe of Runes
Arcane 4: 1d12 + 4 + 2 + 2 + 2 ⇒ (7) + 4 + 2 + 2 + 2 = 17
Success
Acquired
Forced to end my turn.
Skills and Powers:Hand: Robe of Runes, Wand of Enervation, Augury, Charm Person, Invisibility, Mistform, Volcanic StormSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+1
CHARISMA d6Powers
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.
Deck: 14 Discard: 1 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 1/4

Ezren Hawkmoon |

Ezren will play Augury for allies (since we got an abundance of Spell 5s last time).
Warlord
Teleport
Shaman
Put Shaman on top.
Next card is: Ring of Regeneration. Can't draw.
Arcane 8: 1d12 + 4 + 2 + 2 + 2 ⇒ (12) + 4 + 2 + 2 + 2 = 22
Success. Recharged.
Skills and Powers:Hand: Robe of Runes, Wand of Enervation, Charm Person, Invisibility, Mistform, Volcanic StormSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+1
CHARISMA d6Powers
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.
Deck: 15 Discard: 1 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 1/4

BR EmpTyger |

During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.
During This Scenario: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Additional Rules:
Type: Monster
Traits:Cultist Human
To Defeat:Combat 23THENCombat Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
Type: Monster
Traits:Fighter Human Wizard
To Defeat:Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location.
Turn: 5, Yoon/dinketry
Monsters
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.
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
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.
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19 Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
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.
Barriers
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.
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.
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.
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.
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
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.
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.
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.
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.
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
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.
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.
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.
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.
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
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.
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.
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.
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.
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom
Survival
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 3.
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.
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.
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.
Item 4
Traits:
Magic
Staff To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Allies
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.
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.
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.
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.
Ally 1
Traits:
Bard
Human To Acquire:
Charisma
Diplomacy 5 Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Blessings
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.
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.
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.
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.
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 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 Remaining: 25
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Yoon/dinketry,
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.
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll.
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.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
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.
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.
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.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #3: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Urgraz/Yewstance, Warrior of Wrath, Blessing of the Gods, Tickwood Boar, 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.
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.
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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Location #4: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Warlord, Teleport
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.
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.
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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.
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.
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.
Location #5: 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 ?: 1
Located/Displayed Here: Salim/NathanDavis,
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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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.
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.
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.
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.
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.
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.
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.

Yoon - Dinketry |

Top card of hourglass: Blessing of Gozreh.
Yoon looks for the shiny amulet that her other shiny amulet indicated was hidden within the courtyard.
Free explore and encounter Amulet of Fiery Fists. Discard Recharge Sign of the Stranger for a bonus to the check.
Arcane (9) Check: 2d8 + 1 ⇒ (5, 6) + 1 = 12 SUCCESS!
Yoon happily hums to herself as she peers at the orange-red gem pulsing within the newly-found amulet.
End turn. Reveal Aegis of Recovery and shuffle Blessing of Ra into deck, clearing recharge and discard piles.
Hand: Dragon's Breath, Aegis of Recovery, Kinetic Blast, Ambusher, Amulet of Fiery Fists, Vril Staff
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Die Bumps used: 3/4 Reroll used
Sideboard cards:
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 ([X] or bury 1 from your hand), 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.

Salim the Undeserving |

Flavor lite post before bed.
Off turn: Discard Shock Longbow +1 to assist Urgraz
Hour of Erastil
Start of turn, no Spell: Draw Fortune-Teller
Start of turn, encounter Bandit. Recharge Longbow +1. Reveal Vampiric Backsword +3
Combat 8: 1d8 + 5 + 2d6 + 3 ⇒ (2) + 5 + (6, 5) + 3 = 21
Monster Defeat: Shuffle in Shortspear +3
Top Deck Vampiric Backsword +3: Recharge Blessing of the Gods
Reveal Fortune-Teller "Boon" to Examine: Invincible Breastplate . Encounter it. And letting it go, banished. No one is looking for Armor 5
Free Explore and encounter Warrior of Wrath.
BYA Dexterity 12: 1d8 + 3 + 1d8 ⇒ (5) + 3 + (8) = 16
Salim deftly avoids the fire.
Reveal and Recharge Dancing Scimitar. Use Ezren's Wand of Enervation
Wand of Enervation: 1d4 + 4 ⇒ (1) + 4 = 5
Combat 20-5: 1d8 + 5 + 2d6 + 4 ⇒ (4) + 5 + (2, 1) + 4 = 16
Monster Defeat: Shuffle in Sorrowsoul
Choosing not to Close
Discard Dreamstalker to move Shaman from Thassilonian Library to Guard Tower and Encounter. Recharge Blessing of Eternal Rose and Harbinger Disciple
Diplomacy 9: 1d8 + 4 + 2d8 + 1d6 ⇒ (6) + 4 + (3, 6) + (1) = 20
Recharge Shaman to Shuffle in Shock Longbow +1
Hand: Fortune-Teller, Sorrowsoul, Harbinger Disciple, Gloves of Dueling, Blessing of the Midnight Lord, Magic Spyglass, Armor of Skulls,
Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes:
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.
On Urgraz's Turn: Discard Magic Spyglass to Examine:
Card 3: Grazuul
Card 4: Merchant
Card 5: Flaming Ranseur +3
Assuming Urgraz is coming this way, I'll let him decide. Otherwise I'll actually leave it as is. Note, that if someone encounters Grazuul here, I can Armor of Skulls it into the Courtyard, which mixes the Villain deck (with potential for more loot hunting).
Hand: Fortune-Teller, Sorrowsoul, Harbinger Disciple, Gloves of Dueling, Blessing of the Midnight Lord, Armor of Skulls,
Displayed:
Deck: 15 Discard: 3 Buried: 0
Notes: Blessing Available. Armor of Skulls and Sorrowsoul available at location.
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.

Urgraz - The Patient |

Correction; Yoon should have recharged Blessing of Ra instead of shuffling it back in, as per Aegis of Recovery's text.
I can't help but feel this scenario would've gone faster if I had drawn Suurlahetas and was able to hand it off - we could ensure we picked out the best boons from any location with ease and speed.
==============
Urgraz starts his turn.
Blessing of Pharasma discarded from the blessings deck.
I suppose I'll stay here to hopefully close this location.
Urgraz remains at the Shrine to Lamashtu, and takes his free exploration.
Shrine to Lamashtu Card 1: 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.
Urgraz takes 2 Mental damage, and discards Blessing of Mammon and Aegis of Recovery to damage.
Divine 5: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14 -> Blessing of Lamashtu acquired.
Urgraz discards Blessing of Lamashtu to explore his location.
Shrine to Lamashtu Card 2: 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.
Urgraz places Vampiric Backsword +3 on top of his deck to randomly recharge Aegis of Recovery from his discard pile.
Urgraz feels some patron demon's power flow through him, clearly at odds with these bygone wizards. He hacks past the maddened creatures they summon to charge at him, racing towards one of of the priests!
And here's the hard choice...
Either I banish the Disciplines to redeem the Book of the Damned, then discard the Book of the Damned and banish Mokmurian's Club to refill the blessings deck to full. That gets me 3 desirable outcomes (a banished item, to be replaced with a better one. A banished weapon, to be replaced with a better one. A permanent redemption of Book of the Damned).
Or I hold onto all 3, basically dead cards, until a Blessing 5 is finally discarded from the Blessings deck and I grab it. Assuming there's a Blessing 5 in the blessings deck (I assume so, in 30 blessings, even with the enormous weighting towards deck B).
It's not like we need to rush, though I do feel like Suurlahetas would make this go by quicker, and I'm a little unhappy with having to run with basically a hand size of 4 whilst I hold onto these cards...
I need to think about this. Turn paused.
Hand: Book of the Damned, The Asmodean Disciplines (Redeemed), Mokmurian's Club,
Displayed: Steal Soul, Spell Ward Shield,
Deck: 13 Discard: 3 Buried: 2
Notes: What I would give to know the cards in the Blessings Deck. Or the remaining boons in the location decks...

Urgraz - The Patient |

Agh. As annoying as it is to just have 3 cards stuff my hand unhelpfully; I don't have any reason to rush us. A Blessing 5 will show up at some point; Urgraz will be playing this scenario super slow for the time being.
Urgraz ends his turn and resets his hand.
Hand: Vampiric Backsword +3, Book of the Damned, Suurlahetas, Impaler of Thorns, The Asmodean Disciplines (Redeemed), Mokmurian's Club, Blessing of Rovagug,
Displayed: Steal Soul, Spell Ward Shield,
Deck: 9 Discard: 3 Buried: 2
Notes: Blessing of Rovagug is free to use (I'll bury it to draw a blessing from my discard pile, in case I need a blessing to banish to the Disciplines).If a character comes to my location before my next turn, I'll hand Suurlahetas to them to use, so we can search a full location and pick out a boon of our choice. I believe that will be more efficient than standard explorations for finding AD5 cards.
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 [X] 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:
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: 2

Ezren Hawkmoon |

Arcane 8 to recharge Wand of Enervation: 1d12 + 4 + 2 + 2 + 2 ⇒ (2) + 4 + 2 + 2 + 2 = 12
Success
Recharged

Ezren Hawkmoon |

The hour is Sarenrae.
Free exploration: Teleport
Ezren sees another spell. He knows it will slow things down, but he has to take time to scribe it.
Arcane 12: 1d12 + 4 + 2 + 2 + 2 ⇒ (1) + 4 + 2 + 2 + 2 = 11
But Ezren's quill breaks!
Ending my turn.
Skills and Powers:Hand: Robe of Runes, Charm Person, Entice, Invisibility, Mistform, Volcanic Storm, Ring of RegenerationSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+1
CHARISMA d6Powers
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.
Deck: 14 Discard: 1 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 1/4

BR EmpTyger |

During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.
During This Scenario: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Additional Rules:
Type: Monster
Traits:Cultist Human
To Defeat:Combat 23THENCombat Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
Type: Monster
Traits:Fighter Human Wizard
To Defeat:Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location.
Turn: 9, Yoon/dinketry
Monsters
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Monster 4
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
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.
Monster 4
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
Barriers
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.
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.
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.
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.
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
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
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.
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.
Spells
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
Items
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.
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.
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.
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.
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8 Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Allies
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.
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.
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.
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.
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
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.
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.
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.
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.
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 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: 21
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Yoon/dinketry,
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll.
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.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
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.
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.
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.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #3: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Urgraz/Yewstance, Warrior of Wrath, 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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Location #4: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Warlord
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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.
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.
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.
Location #5: 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: 0 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis,
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.
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.
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.
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.
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.
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.
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.
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.

Yoon - Dinketry |

Out of turn: fix recharge pile. Thanks for the catch, Urgraz.
Top card of the hourglass: Blessing of Desna. Discard Ambusher to examine the top 3 cards of the location: #1 - Ruyla; #2 - Ghoul Bat; #3 - Hide Armor of Fire Resistance. Place the armor on top and encounter.
Yoon's halfling friend looks around the courtyard for her for some interesting items. She finds an undead bat asleep in a loft and leaves it alone. She sees the lead priest chanting some strange prayer and leaves her alone. And then she finds a cool set of armor!
Fortitude (7) Check: 1d10 + 2 + 3 ⇒ (10) + 2 + 3 = 15 SUCCESS!
Yoon thinks it's cool, too.
End turn. Recharge Hide Armor of Fire Resistance. Reveal Aegis of Recovery to recharge Ambusher.
NOTE: Yoon does not need a Blessing 5. Please do any further actions you'd like to do this round - Yoon will go for the win next round.
Hand: Dragon's Breath, Aegis of Recovery, Kinetic Blast, Elemental Mastery, Amulet of Fiery Fists, Vril Staff
Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Die Bumps used: 3/4 Reroll used
Sideboard cards:
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 ([X] or bury 1 from your hand), 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.

BR EmpTyger |

During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.
During This Scenario: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Additional Rules:
Type: Monster
Traits:Cultist Human
To Defeat:Combat 23THENCombat Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
Type: Monster
Traits:Fighter Human Wizard
To Defeat:Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location.
Turn: 10, Salim/NathanDavis
Monsters
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.
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.
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.
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.
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.
Barriers
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.
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.
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.
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.
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.
Weapons
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.
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.
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.
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.
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
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.
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.
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.
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.
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.
Armors
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.
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.
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.
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.
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
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
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.
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
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.
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
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.
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.
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.
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.
Ally 1
Traits:
Human
Noble To Acquire:
Charisma
Diplomacy 4 Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
Blessings
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.
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.
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.
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.
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 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 Remaining: 20
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Yoon/dinketry,
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
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.
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.
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.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #3: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Urgraz/Yewstance, Warrior of Wrath, 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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Location #4: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Warlord
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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.
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.
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.
Location #5: 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: 0 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis,
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.
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.
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.
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.
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.
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.
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.
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.

Salim the Undeserving |

IomaDay!
Start of Turn, No Spell: Draw Shortspear +3
Start of Turn, Encounter Bandit. Recharge Gloves of Dueling. Reveal and Discard Shortspear +3
Combat 8: 1d6 + 1d6 + 3 + 1d12 ⇒ (4) + (3) + 3 + (11) = 21
Salim impales yet another bandit.
Monster Defeat: Shuffle in Dreamstalker
Reveal Fortune-Teller: "Bane" to Examine and Encounter Grazuul. Recharge Armor of Skulls to Evade and Shuffle Grazuul into the Thassilonian Library.
Free Explore
Free to move around Salim finds a Merchant. The RechargedHarbinger Disciple makes an introduction.
Diplomacy 7: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (6) = 17
Discard Merchant to explore
The Merchant is interested in a Flaming Ranseur +3. Salim yet again ignores the shiny object Banished
Discard Sorrowsoul to Explore
He does find a Large Chest however.
Dexterity 9+5, Add 1 to 1s and 2s: 1d8 + 3 + 1d8 ⇒ (3) + 3 + (6) = 12
The lock won't budge.
Discard Fortune-Teller
The Fortune-Teller discovers a Potion of Healing.
Intelligence 5: 1d6 ⇒ 3
Salim is single minded, and not distracted by such things.
Discard Blessing of the Midnight Lord to Explore
At last, Salim finds the Elven Sharpshooter.
Use Urgraz's Blessing of Rovagug
Diplomacy 12: 1d8 + 4 + 3d8 ⇒ (8) + 4 + (1, 8, 4) = 25
Salim finds his long lost friend.
Hand: Elven Sharpshooter, Striking Wing Scimitar, Shaman , Vizier, Quick-Change Mask, The Melted Blade, Vampiric Backsword +3,
Displayed:
Deck: 15 Discard: 4 Buried: 0
Notes: Will auto-close with Quick-Change Mask
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.

BR EmpTyger |

During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.
During This Scenario: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Additional Rules:
Type: Monster
Traits:Cultist Human
To Defeat:Combat 23THENCombat Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
Type: Monster
Traits:Fighter Human Wizard
To Defeat:Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location.
Turn: 11, Urgraz/Yewstance
Monsters
Monster 4
Traits:
Animal
To Defeat:
Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck.
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19 Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
Monster 4
Traits:
Giant
To Defeat:
Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location.
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12 If undefeated, shuffle the Redcap into a random open location deck.
Barriers
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
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.
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
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.
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.
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Allies
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.
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.
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.
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 7
OR Charisma
Diplomacy 6 During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Blessings
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.
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.
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.
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.
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing 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: 19
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Yoon/dinketry,
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
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.
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.
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.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #3: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Urgraz/Yewstance, Warrior of Wrath, 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.
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Location #4: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Warlord, Grazuul
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
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.
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.
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.
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.
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.
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.
Location #5: 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: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis,
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.
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.

Urgraz - The Patient |

Off turn: Urgraz buries (instead of discards) Blessing of Rovagug to add a die to Salim's check and draw Blessing of Mammon from his discard pile.
(note: From now on I'm happy for Blessing of Rovagug to burn 2-7 blessings to add 3 dice to checks, since I literally can infinitely refill the Blessings Deck anyway)
===================
Urgraz starts his turn.
Blessing of the Gods discarded from the blessings deck.
Urgraz remains at the Shrine to Lamashtu, and takes his free exploration.
Shrine to Lamashtu 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.
Blessing of the Gods is automatically acquired.
Urgraz banishes The Asmodean Disciplines (Redeemed) to permanently REDEEM Book of the Damned, checking it off his Redemption sheet (visible in his Deck Handler).
Urgraz discards Book of the Damned (Redeemed) by banishing Mokmurian's Club to its power, to shuffle 4d4 blessings from the blessings discard pile back into the blessings deck.
Book of the Damned: 4d4 ⇒ (3, 4, 1, 3) = 11 -> All 11 blessings from the blessings discard pile are shuffled back into the blessings deck. There is no blessing currently in the discard pile.
No sense in hiding his true powers now; the antipaladin's plan has been shot with the uncovering of these powerful wizards and traps intent upon destroying the party.
Urgraz begins to speak a horrible, Abyssal incantation - time seems to slow; the cultists frozen in place, as the blasphemous incantation warps the very ruins with horrible energy. There's a horrible scream, as six of the priest's attendants have their skin rent from their flesh all at once; leaving the remaining gore to scream and bleed in agony. Urgraz tries not to collapse; the vile magic having been torn from his very life... but he raises his weapon and holds back the remaining attackers.
Urgraz ends his turn.
Urgraz resets his hand, choosing to discard Blessing of the Gods and Blessing of Mammon.
Hand: Suurlahetas, Blessing of the Lady of Graves, Blessing of the Archdevils, Blessing of Mazmezz, Divine Fortune, Belt of Physical Might, Blessing of Maat,
Displayed: Steal Soul, Spell Ward Shield,
Deck: 3 Discard: 7 Buried: 3
Notes: Blessings of all sorts available. Bonuses to rolls, post-rolls, die replacements? I've got it all. Do not use Blessing of the Archdevils, however, as I want to banish that on closing this location.If a character comes to my location before my next turn, I'll hand Suurlahetas to them to use, so we can search a full location and pick out a boon of our choice. I believe that will be more efficient than standard explorations for finding AD5 cards. Note that I want another Item 5.
If we're ending the game, I recommend that Ezren bury Charm Person before the villain is encountered, for the random Ally draw. Please bot Urgraz's temp-close check by banishing Blessing of the Archdevils.
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 [X] 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:
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: 2

Ezren Hawkmoon |

Random hour: 1d30 ⇒ 15
Going back to the first turn, that would mean finding the 14th one in the list of blessings deck: Calistria
Start of turn
Ring of Regeneration: Alaeron
Free exploration: Warrior of Wrath
BYA Dexterity 12: 1d8 ⇒ 4
Failed
1 Fire damage: Mistform
Volcanic Storm, Robe of Runes
Lady of Graves or Maat if I fail.
Combat 20: 1d12 + 4 + 2 + 2 + 3d6 ⇒ (1) + 4 + 2 + 2 + (5, 3, 3) = 20
Success
Next card is: Rodrick. Can't draw.
Arcane 13 recharge: 1d12 + 4 + 2 + 2 + 2 ⇒ (7) + 4 + 2 + 2 + 2 = 17
Recharged
Defeated
Attempting to close...
Banish Invisibility
I'll go ahead and bury Charm Person to draw: Monkey.
Ending my turn.
Ring of Regeneration: Mistform
Discard my whole hand.
Skills and Powers:Hand: Hrym, Aqueous Orb, Mass Displacement, Spite Cloud, Swipe, Rodrick, SnickSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+1
CHARISMA d6Powers
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.
Deck: 10 Discard: 4 Buried: 1 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 1/4
On the next turn, I'll play Mass Displacement so we can all move to wherever we want without penalty.
Next card is: Vreva Jhafae. Can't draw it.
Arcane 16: 1d12 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15
Discarded
Skills and Powers:Hand: Hrym, Aqueous Orb, Spite Cloud, Swipe, Rodrick, SnickSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+1
CHARISMA d6Powers
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.
Deck: 10 Discard: 5 Buried: 1 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 1/4

Ezren Hawkmoon |

Ezren moves to Shrine to Lamashtu. Everyone else stays put.
Yoon takes a turn and just resets her hand.
Salim does the same, but will need to defeat the Bandit.
Urgraz takes a turn and hands me Suurlahetas
Suurlahetas: I see Runechill Hatchet +2 and Headband of Epic Intelligence. I take the Headband of Epic Intelligence.
If someone wants a Weapon 4, on my turn I can move and get it with Swipe. But i don't think anyone wants it.
Summary: We burned 4 more turns after Ezren's last turn. Yoon can reset her hand. Salim needs to fight a Bandit and reset his hand. We got the Headband from the Guard Tower. It is back to Yoon to go for the win.
Ending my turn. I'll discard anything that doesn't help with the villain encounter.
Skills and Powers:Hand: Wand of Enervation, Augury, Good Omen, Object Reading, Scrying, Vizier, Vreva JhafaeSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+1
CHARISMA d6Powers
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.
Deck: 3 Discard: 11 Buried: 1 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 1/4

BR EmpTyger |

Salim needs to summon a Bandit from the start of his turn.
During This Adventure: Adventure Deck Number: 5
Basic and Elite cards (except for Blessings) have been removed.
During This Scenario: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Additional Rules:
Type: Monster
Traits:Cultist Human
To Defeat:Combat 23THENCombat Divine 23
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
Type: Monster
Traits:Fighter Human Wizard
To Defeat:Combat 20
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location.
Turn: 17, Yoon/dinketry
Monsters
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12 If undefeated, shuffle the Redcap into a random open location deck.
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.
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.
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.
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.
Barriers
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.
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.
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.
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.
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
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.
Weapon B
Traits:
Chain
Finesse
Melee
Piercing To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 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.
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.
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.
Spells
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.
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.
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.
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.
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
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.
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.
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.
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.
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
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
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.
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.
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.
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
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 7
OR Charisma
Diplomacy 6 During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
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.
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.
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.
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
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.
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.
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.
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.
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.
Top of Blessing Discard Pile:
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: 24
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Yoon/dinketry,
Villain 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 23
THEN Combat
Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.
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.
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.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #3: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Urgraz/Yewstance,
Henchman 5
Type: Monster
Traits:
Fighter
Human
Wizard
To Defeat:
Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Location #4: Thassilonian Library
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #5: 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: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis,
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.

Salim the Undeserving |

Bandit Encounter. Recharge Elven Sharpshooter. Reveal The Melted Blade.
Combat 8: 1d8 + 5 + 2d4 + 5 ⇒ (8) + 5 + (4, 1) + 5 = 23
Discard
Striking Wing Scimitar
Shaman
Vizier
The Melted Blade
Hand: Cure, Dancing Scimitar +2 , Evangelist, Longbow +1 , Quick-Change Mask, Blessing of Eternal Rose, Gloves of Dueling,
Displayed:
Deck: 11 Discard: 8 Buried: 0
Notes: Will auto-close with Quick-Change Mask
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.

Yoon - Dinketry |

Top card of hourglass: BotG.
Yoon skips contentedly around the courtyard, happy at finding such interesting toys in this place. She sings absently to herself.
Hand wipe the bandit,
you can close the tower.
Sussuu Sussuu,
we all skip around.
The song is filled with gibberish.
Bored with her game, Yoon walks up to the muttering high priest and pulls on her robes. "Wouldn't it be more fun to stop praying like that and come play with me?"
The high priest Ruyla blinks in surprise, then decides that Yoon is correct, in a fashion.
BYA Location Acrobatics (8) Check: 1d10 + 1 + 2 ⇒ (7) + 1 + 2 = 10 SUCCESS! No damage.
Ok, I'll pause here and let everyone do their temp close checks.

Yoon - Dinketry |

Botting temp closes: Salim uses Quick-Change Mask and his Diplomacy skill to auto-pass the temp close check for the Guard Tower. Urgraz banishes his Blessing of the Archdevils to pass the temp close check for the Shrine to Lamashtu. Everything else is closed.

Yoon - Dinketry |

And now, Part 2!
The high priest fires a ray of sickly green energy at the waif. Yoon easily cartwheels out of the way. Praying in an abyssal tongue, Ruyla brings forth a hideous titan of mucous and pus that roars before attempting to pounce on the kineticist.
"No fair! I don't like this game!" Yoon protests.
Discard recharge (top card of my deck) Blessing of Angradd for a boost to this check. I will use Salim's Longbow +1 and his blessing for this check.
Combat (23) Check #1: 2d10 + 2 + 3 + 1d8 + 1d4 + 1d4 + 1d4 + 1 ⇒ (9, 3) + 2 + 3 + (4) + (2) + (1) + (1) + 1 = 26 SUCCESS!
Yoon burns away the snot-beast, leaving nothing but an unfortunate stench. She re-focuses her simmering energies on the high priest.
"Let me show you what game I like to play!"
Discard Recharge (top card of my deck) Sign of the Pack for a boost to this check. I will use Ezren's Wand of Enervation and Urgraz's Blessing of Mazmezz.
Combat (23) Check #2: 3d10 + 2 + 3 + 1d8 + 1d4 + 1d4 + 1d4 + 4 ⇒ (6, 4, 6) + 2 + 3 + (2) + (4) + (1) + (2) + 4 = 34 SUCCESS!
WE WIN!!!!

BR EmpTyger |

Long live Krune—Krune is dead! Or at least he remains missing, and the deranged cultists who wished to transfer his mind into your body are defeated. As Ruyla sputtered her last words, a shimmering blue gate opened near her. She crawled toward it, ostensibly to escape, but you made sure that didn’t happen.
Now you’ve quelled the danger here, and Rulya’s gate glimmers enticingly. Should you step through it, and hope that it deposits you back on Hollow Mountain?
You’ve now defeated two runelords’ evil forces, and you’ve got nothing to lose. You leap through the portal, where adventure no doubt awaits!
REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Staff of Hungry Shadows. At the end of each scenario, return the loot to the game box.
Loot 5
Type: Item
Traits:Magic Staff
To Acquire:
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.
ADVENTURE REWARD
For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Note this reward on your Chronicle sheet.
CARDS ACQUIRED
- Shaman (Ally 5)
- Elven Sharpshooter (Ally 5)
- Merchant (Ally 2)
- Merchant (Ally 2)
- Hide Armor of Fire Resistance (Armor 2)
- Blessing of Lamashtu (Blessing 1)
- Blessing of the Gods (Blessing B)
- Blessing of the Gods (Blessing B)
- Headband of Epic Intelligence (Item 5)
- Amulet of Fiery Fists (Item 4)
- Charm Person (Spell B)
- Dancing Scimitar +2 (Weapon 5)
- Shortspear +3 (Weapon 4)
- Longbow +1 (Weapon 1)
- Shock Longbow +1 (Weapon B)

Urgraz - The Patient |

This entire adventure path is us jumping into portals with literally no idea where they're heading, isn't it? A villain could permanently murder the entire party trivially by just opening a portal to a pit of lava - or the inside of a rock wall - and then just walking away and leaving it active.
Sigh.

BR EmpTyger |

Adventure 6: The Shattered Blades of Alaznist
Choking darkness, black as far as the eye can see, envelops you. Air comes in gasps, as if it’s threadbare and thin, and the stone wall beside you vaults upward steeply. When you leapt through the shimmering portal in the Sihedron of Sloth, you expected the lush vista of a mountainside path to greet you on the other side. Instead, it feels like you’ve stepped back inside the mountain itself. What’s more, from the dizzying effects you’re experiencing, it seems you’ve landed somewhere near the peak.
Striking a torch alight, you shake the fog from your head. What manner of unholy chambers have you managed to stumble upon now? Stomach sinking, you realize that there’s no exit in sight. There is only a narrow, roughly worked stone corridor ahead, and no hints of signposts or alternate routes. A bad feeling starts to sink in—until you recount all the heroics you’ve accomplished so far. You’ve conquered Xin-Bakrakhan, survived Envy’s mighty simulacrum, and stopped cultists from transferring the mind of Sloth into your flesh! You’ve faced all the horrors Hollow Mountain could throw your way, and you’ve not only survived— you’ve thrived, and you’ve claimed more than a few priceless treasures for your efforts. What’s one little walk through the darkness in comparison?
Your heart full and optimism singing in your steps, you wind your way through the narrow corridor. You navigate so many twists and turns that you no longer have any sense of the direction you’re headed, but the tunnel can’t stretch much farther, you think.
Finally, the corridor widens into a cavern. A startling sight greets you. Illuminated with a row of f lickering sconces is a great marble wall, and in its center is a round vault door. Carved prominently into the door is a symbol you recognize with baff lement: the ancient Thassilonian rune for Gluttony. Below the symbol is a sobering phrase: The Gravevault of Wrath.
Were the cavern unoccupied, a moment of panic may have set in. But there’s no time for comparisons to the Wrathworks; slumped in front of the vault is a blanched-faced woman, her breastplate dinged and her shoulder bloodied. When she sees you, her eyes f lare to life, and the panic on her face is evident.
Scrabbling to her feet, she manages to blurt out in desperation. “You’ve got to help me! My wife’s in there!”

BR EmpTyger |

Scenario A: A Grim Contingency
Once the woman’s initial panic ebbs, she takes a deep breath and holds her injured shoulder gingerly.
“Name’s Mayala,” she says, offering a polite nod in greeting. “I didn’t mean to set upon you like that, it’s just... I’m at a loss, if I’m being honest.”
“My wife and I are adventurers from Kaer Maga. For years, Brynne has sat with some strange old stories she heard as a girl—their family is descended from some sort of powerful Thassilonian who was once an advisor to Zutha, the Runelord of Gluttony. According to family lore, Brynne’s ancestor betrayed Zutha to the Runelord of Wrath. He stole a buncha Zutha’s research and gave it to Alaznist, supposedly on promises of great power from his new mistress. But no one knows how it all turned out.
“Brynne was always desperate to find out the truth. So, I did some research, and found out about this facility. We traveled all the way to the mountain, fought a buncha horrifying things, and found some sorta teleportation ring to the vault here. Only as we tried to figure out the place, something happened to Brynne. It was like she became a golem—she walked forward, ignoring my yells, right through the stone vault! I tried to follow,” she points at her bloodied shoulder, “but got only this for my effort!”
Panic again besets Mayala, but you do your best to calm her. Of course you’ll help find Brynne, you assure her. And it takes you a while, but eventually the creaky vault door opens.
But Brynne’s not inside. Instead, you’ve seemingly stumbled into a graveyard—only the plots are empty, and standing in front of you are rows of stinking, howling corpses, their bone-bows trained on you unerringly, jaws slathering with hunger.
Things just got a lot more complicated.
DURING THIS SCENARIO
Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”

BR EmpTyger |

During This Adventure: Adventure Deck Number: 6
Basic and Elite cards (except for Blessings) have been removed.
During This Scenario: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”
Additional Rules:
Type: Monster
Traits:Undead
To Defeat:Combat 28THENCombat 28
The Baykok Lord is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check of that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
Type: Monster
Traits:Undead
To Defeat:Combat 24
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check of that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #1: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Location #2: Heptaric Locus
At This Location: The difficulty to defeat banes is increased by 5.
When Closing: Succeed at a Strength or Melee 14 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Location #4: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Location #5: 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
Location #6: Vault of Greed
At This Location: If you acquire an item, banish another item from your hand, if you have one.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 1

Yoon - Dinketry |

Yoon will start at the Treacherous Cave. Is Mayala a cohort in this adventure?
Hand: Object Reading, Blessing of Chaldira Zuzaristan, Blessing of Ra, Blood Kineticist, Aegis of Recovery, Vampire Squid
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Die Bumps used: 3/5 Reroll not used. Game pad not used.
Sideboard cards:
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 ([X] or bury 1 from your hand), 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.
For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Note this reward on your Chronicle sheet.

Salim the Undeserving |

Preferred order: Same as before, starting with Urgraz
Starting where Urgraz decides to start
Hand: Emerald Codex, Evangelist, Gloves of Dueling, Vampiric Backsword +3, Striking Wing Scimitar, Blessing of the Lady of Graves, Fortune-Teller,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
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 Hawkmoon |

Desecrated Vault (I'll evade all the monsters I can so as to not trigger the location power).
I'm taking the Staff of Hungry Shadows. I also have Robe of Runes and Wand of Enervation, unless someone else wants the Wand of Enervation in which case it becomes my Ring of Regeneration.
Skills and Powers:Hand: Hrym, Robe of Runes, Staff of Hungry Shadows, Aqueous Orb, Entice, Scrying, RodrickSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+1
CHARISMA d6Powers
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.
Deck: 13 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 2/5

BR EmpTyger |

During This Adventure: Adventure Deck Number: 6
Basic and Elite cards (except for Blessings) have been removed.
During This Scenario: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”
Additional Rules:
Type: Monster
Traits:Undead
To Defeat:Combat 28THENCombat 28
The Baykok Lord is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check of that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
Type: Monster
Traits:Undead
To Defeat:Combat 24
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check of that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 1, Urgraz/Yewstance
Monsters
Monster 6
Traits:
Giant
To Defeat:
Combat 23 The Warden of Thunder is immune to the Electricity trait.
Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
Damage dealt by the Warden of Thunder is dealt to each character at this location.
Monster 6
Traits:
Giant
To Defeat:
Combat 22 Damage dealt by the Warden of Wind is dealt to each character at this location.
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.
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.
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.
Barriers
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.
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.
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.
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.
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 16 When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
Weapons
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.
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; 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.
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.
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.
Weapon 6
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 4d4 with the Force trait.
Spells
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.
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.
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.
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.
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
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.
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.
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.
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.
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
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.
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.
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.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Allies
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.
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.
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.
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.
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
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.
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.
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.
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.
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 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: 29
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Ezren/Hawkmoon,
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.
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom
Survival
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 3.
Monster 6
Traits:
Aberration
Sorcerer
Undead
Vampire
To Defeat:
Combat 22
OR Wisdom
Perception 16 The Hidden Beast is immune to the Cold, Mental and Poison traits.
Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait against the Hidden Beast.
Before the encounter, each character at this location must succeed at a Combat 22 check or bury 1d4 random cars from his discard pile.
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24 The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 16 When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.
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.
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.
Spell 6
Traits:
Acid
Arcane
Attack
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 Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
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.
Location #2: Heptaric Locus
At This Location: The difficulty to defeat banes is increased by 5.
When Closing: Succeed at a Strength or Melee 14 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24 The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster 4
Traits:
Giant
To Defeat:
Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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.
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.
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.
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.
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.
Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here:
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.
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.
Monster 5
Traits:
Elemental
To Defeat:
Combat 18 The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.
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.
Monster 6
Traits:
Giant
To Defeat:
Combat 23 The Warden of Thunder is immune to the Electricity trait.
Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
Damage dealt by the Warden of Thunder is dealt to each character at this location.
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.
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.
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.
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24 The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Location #4: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Yoon/dinketry,
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.
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24 The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
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.
Location #5: 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:
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.
Item 6
Traits:
Accessory
Magic
Sihedron To Acquire:
Constitution
Fortitude 7
OR Arcane 9 Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
Villain 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 28
THEN Combat 28 The Baykok Lord is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Disable 14
OR Wisdom
Survival 16 If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.
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
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
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.
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.
Monster 5
Traits:
Aberration
Fighter
To Defeat:
Combat 19 Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
Monster 6
Traits:
Yeti
To Defeat:
Combat 18 The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
At This Location: If you acquire an item, banish another item from your hand, if you have one.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
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.
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.
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.
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24 The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.

Urgraz - The Patient |

Urgraz grins wickedly, plotting to himself as the party attempts to open the vault doors.
'Poor, sweet, innocent Mayala. What a shame her precious Brynne is probably already dead, or such joy I could take in arranging a fittingly tragic end for the happy couple.'
'But, I mustn't let myself get distracted. These Thassilonian ruins are far more than I anticipated these fools would drag me into, but they've surprised me with their capabilities. But once we get out... oh yes. I'll use them to get out of here with new riches and new tools and knowledge to spread my goals, and crush them one by one before they ever see civilization or what family they have ever again.'
'No... not the inquisitor. The greatest cruelty I could inflict is to leave him alive; to live out the rest of his days as a slave to a God he despises, weighed down by his failure to protect his allies when it mattered the most.'
'The others though, yes... I must ensure that the wizard's magical defenses carry a weakness that I may exploit. If I don't decide to just axe his spine when he's not looking. And the kineticist... she's a wildcard, but easily manipulable. The toy... yes, the toy! Just a small moment with the stuffed bear-owl, and I can curse it such that her greatest love will spell her final fate. Yes...'
The vault doors open; and as the group finds themself staring down a horde of undead, Urgraz files away his plots and plans and prepares his spells and blade. "TO ARMS!"
=====================
I'm back! Sorry to delay everyone. As an aside, I believe that Yoon has missed a Card Feat somewhere; she has 1 less card in her deck handler listed than anybody else.
LOOT: Sinderbos (Redeemed) -> Mokmurian's Club
Urgraz will start at the Ravenous Crypts of Gluttony, since token placement comes before starting hand draws, Urgraz draws 2 additional cards in his opening hand. (Salim should also draw 2 more cards)
My card texts have been updated with the new weapon, blessing and item I now have.
Opening hand drawn (with 2 additional cards from the location power). Turn will be posted separately.
Hand: Belt of Physical Might, Suurlahetas, Lockpick Shield, Divine Fortune, Blessing of the Vaultmaster, Spell Ward Shield, Vampiric Backsword +3, Torch, Blessing of Maat,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Suurlahetas in my opening hand; nice!Don't forget we can now heal if we don't move thanks to the last adventure reward!
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 [X] 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:
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.
Adventure 5 Reward: For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.
Die Bumps remaining: 3

Urgraz - The Patient |

I've drawn 2 additional cards for Salim (Sawtooth Saber + 2, Heister) due to the location power. They're listed in the Shared Deck Handler.
===============================
Urgraz starts his turn.
Blessing of Gorum discarded from the blessings deck.
Urgraz displays Spell Ward Shield at the start of his turn (and will continue autopassing checks to keep it in play indefinitely).
Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: The Melted Blade.
Urgraz leaves it there.
Urgraz gives Suurlahetas to Salim.
Salim banishes Suurlahetas to search the entirety of the Treacherous Cave, and draws the following boon from it...
Treacherous Cave Card 1: 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.
No boons of note found in there; safe to close ASAP. The cave is shuffled, but free to look through otherwise.
Working under the assumption that at least one player wants at least one Spell 6, I'll keep banishing Emerald Codex with help until we find one or more of them.
Salim banishes Emerald Codex to draw 3 Divine Spells from the box, as listed:
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.
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.
Urgraz buries Belt of Physical Might to draw Emerald Codex back to his hand.
Urgraz displays Divine Fortune, and requests that Salim Augury their location for Monsters.
Turn paused, awaiting team input and BR random card draws.
To recap events and questions I have...
Hand: Suurlahetas, Emerald Codex, Blessing of the Vaultmaster, Vampiric Backsword +3, Torch, Blessing of Maat,
Displayed: Spell Ward Shield, Divine Fortune,
Deck: 11 Discard: 0 Buried: 2
Notes: Depending on the interest in Spell 6s, and what Salim draws, I may or may not bury or banish Emerald Codex now or wait to grind more spells with Salim's help (or otherwise).Urgraz has a certain preference for focusing on spamming Suurlahetas, to make sure we grab any Item 6s and Weapon 6s out of the location decks before we close them.
Divine Fortune is displayed, adding 1d6 to all checks at Urgraz's location.
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 [X] 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:
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.
Adventure 5 Reward: For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.
Die Bumps remaining: 3

Urgraz - The Patient |

Got the answers I needed. Salim's third Divine spell is Consecration.
Salim sets aside Augury, naming MONSTER.
Ravenous Crypts of Gluttony Card 1: Necromantic Deathtrap
Ravenous Crypts of Gluttony Card 2: Blessing of Shelyn
Ravenous Crypts of Gluttony Card 3: Elder Water Elemental
Salim shuffles the Ravenous Crypts of Gluttony, then places Elder Water Elemental on the bottom of the location.
Salim reveals Evangelist to add 1 to his recharge check. Urgraz's Divine Fortune adds 1d6.
Divine 8 (Recharge): 2d6 + 1 ⇒ (4, 4) + 1 = 9 -> Salim recharges Augury.
Urgraz remains at the Ravenous Crypts of Gluttony, passing on the Adventure 5 reward (no cards in discard).
Urgraz takes his free exploration.
Ravenous Crypts of Gluttony Card # (3 == 1): 1d9 + 1 ⇒ (8) + 1 = 9
Ravenous Crypts of Gluttony Card 9: Baykok
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 24 The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Difficulty Increase (Spell Ward Shield): 1d4 - 1 ⇒ (4) - 1 = 3
Urgraz reveals Vampiric Backsword +3 for combat. Urgraz is proficient, and adds an additional 1d6.
Divine Fortune adds 1d6.
Urgraz discards the top card of his deck (Aegis of Recovery) to add 1d6+1 to his Melee check.
Combat 24+3: 1d8 + 7 + 2d6 + 3 + 1d6 + 1 + 1d6 ⇒ (7) + 7 + (4, 5) + 3 + (1) + 1 + (6) = 34 -> AYA damage is reduced by 4, to 0 from Spell Ward Shield.
Baykok defeated. Urgraz does not attempt to close the location.
Urgraz roars, charging into the fray; blade swinging, carving a symbol of power into the air, empowering his blade to cleave through bone with ease as he works himself into a violent frenzy!
Urgraz buries Torch to explore his location.
Ravenous Crypts of Gluttony Card # (3 == 1, 9 == 10): 1d8 + 1 ⇒ (7) + 1 = 8
Ravenous Crypts of Gluttony Card 8: 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.
Urgraz discards Blessing of the Vaultmaster to explore his location, adding 1 die to checks against barriers during it.
Ravenous Crypts of Gluttony Card # (3 == 1, 8 == 10): 1d7 + 1 ⇒ (3) + 1 = 4
Ravenous Crypts of Gluttony Card 4: 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.
Urgraz ends his turn and resets his hand (up to 9 cards, due to his location power).
Hand: Belt of Giant Strength, Suurlahetas, Emerald Codex, Vampiric Backsword +3, Blessing of Maat, Steal Soul, Book of the Damned (Redeemed), Confidence Boost, Fiery Weapon,
Displayed: Spell Ward Shield, Divine Fortune,
Deck: 7 Discard: 2 Buried: 3
Notes: Urgraz will focus on handing back Emerald Codex for players to use as frequently as possible; please be sure that Urgraz starts his next turn with at least one character adjacent (since Salim has multiple methods of movement, he will likely be Urgraz's assigned neighbour).I can also buy us infinite time with the Book of the Damned, if needed.
Divine Fortune is displayed, adding 1d6 to all checks at Urgraz's location.
Urgraz will display Steal Soul as soon as a monster is defeated at his location.
Confidence Boost can be used by anyone at Urgraz's location (draw 1 of the top 3 cards of your deck, and shuffle the remaining into your deck).
Blessing of Maat can be used to bump any check result by 3 after the roll.
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 [X] 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:
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.
Adventure 5 Reward: For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.
Die Bumps remaining: 3

Ezren Hawkmoon |

The hour is Torag.
Ezren casts Scrying to see what awaits in the Desecrated Vault.
Srying:Monsters
Succubus
Bracers of Greater Protection
Hidden Beast
He sends the Succubus and the beast far away (bottom of the deck).
Next card is: Spite Cloud. Draw it.
Arcane 12: 1d12 + 4 + 2 + 2 + 2 ⇒ (5) + 4 + 2 + 2 + 2 = 15
Scrying recharged.
Free exploration...
Random card 2, 4, 5, 6, 7, 8, 9, 10: 1d8 + 2 ⇒ (5) + 2 = 7
Blessing of the Gods
Despite not wanting it, the gods show Ezren their favor.
Discard Rodrick to explore...
Random card 2, 4, 5, 6, 8, 9, 10: 1d7 + 2 ⇒ (4) + 2 = 6
Avalanche
Somehow, deep inside the Desecrated Vault, an Avalanche happens.
Blessing of the Gods
Wisdom 16: 1d8 + 1d8 ⇒ (4) + (8) = 12
If I can get a little close, Blessing of Maat might save me.
Reroll: 1d8 + 8 ⇒ (8) + 8 = 16
Success!!
Ending my turn.
Skills and Powers:Hand: Hrym, Robe of Runes, Staff of Hungry Shadows, Wand of Enervation, Aqueous Orb, Entice, Spite CloudSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+1
CHARISMA d6Powers
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.
Deck: 12 Discard: 2 Buried: 0 Displayed: 0
Notes: Reroll: Used, Die Bumps: 2/5

Salim the Undeserving |

Quick Hand Update!
Hand: Evangelist, Gloves of Dueling, Vampiric Backsword +3, Striking Wing Scimitar, Blessing of the Lady of Graves, Fortune-Teller, Sawtooth Saber + 2 , Heister, Winged Shield, Scrying, Consecration,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessing Available. Will use Scrying before my turn. Heister available at location.
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.