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

Game Master EmpTyger

Adventure Path Completed!

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

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

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


Holy Candle
Spoiler:
Item B

Traits:
Divine
Magic
Object

To Acquire:
Wisdom/Divine 10

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


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

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


Medusa Mask
Spoiler:
Loot Item 2
Traits:
Accessory
Magic

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


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

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


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

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


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

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


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

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


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

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


Emerald Codex
Spoiler:
Loot Item 4
Traits:
Book
Magic

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


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

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


Morgiv
Spoiler:
Ally 6
Traits:
Enshrouded

To Acquire:
Charisma/Diplomacy 13

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


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

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


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

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

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

To Defeat:
Combat 8

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


Bandit
Spoiler:
Monster Henchman B
Traits:
Human
Bandit

To Defeat:
Combat 8

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


Charmed Faceless Stalker
Spoiler:
Monster Henchman 2
Traits:
Aberration

To Defeat:
Combat 11

Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; bury the top card of your deck.
If defeated, you may immediately attempt to close this location.


Goblin Raider
Spoiler:
Monster Henchman 1
Traits:
Goblin

To Defeat:
Combat 8

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


Graul Ogrekin
Spoiler:
Monster Henchman 3
Traits:
Giant
Ogrekin

To Defeat:
Combat 13

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


Poison Trap
Spoiler:
Barrier Henchman B
Traits:
Poison
Trap

To Defeat:
Dexterity/Disable 5

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


Sandpoint Devil
Spoiler:
Monster Villain 1
Traits:
Outsider

To Defeat:
Combat 20
THEN
Combat 20

After the encounter, banish The Sandpoint Devil.

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


Skinsaw Cultist
Spoiler:
Monster Henchman 2
Traits:
Cultist
Human

To Defeat:
Combat 11

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


Wrathful Sinspawn
Spoiler:
Monster Henchman 1
Traits:
Aberration

To Defeat:
Combat 9

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


Zombie Minion
Spoiler:
Monster Henchman 2
Traits:
Undead
Zombie

To Defeat:
Combat 9

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


Party Tracker


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Ezren's Hand || Ezren's Deck

Ezren starts his turn by asking Rodrick to find Alaeron.
Reveal Rodrick to recharge Aleaeron

He asks Alaeron if he can find anything else useful.
Discard Rodrick to draw Blessing of Torag from my discard pile.

Ezren moves to the City Gate.

Augury: Monsters
Slashing Blage
Erylium
Burglar
Erylium on top.

Arcane 8 recharge: 1d12 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Recharged.
Next card: Acid Jet. Draw it.

Free exploration: Erylium
BYA goes to Salim.


Deck Handler // Searching for: Armor 6

Retcon Give Card to Balazar and this is for Ezren's BYA

Salim's leaps in front of the Wrathful Sinspawn

BYA Wisdom 6: 1d6 + 1d4 ⇒ (6) + (1) = 7

Reveal The Melted Blade and Bury Guide for it's power

Combat 9: 1d8 + 3 + 2d4 + 2 + 2d4 ⇒ (1) + 3 + (1, 1) + 2 + (3, 4) = 15


Ezren's Hand || Ezren's Deck

"So your the source of these bugs? I'd ask why, but I doubt I'll get an answer. Time to just end this and let this city get back to normal."

Force Missile, Blessing of Torag, Salim's Blessing, one of Balazar's monsters
Combat 14: 1d12 + 3 + 2d4 + 1d12 + 1d12 + 1d4 + 2 ⇒ (7) + 3 + (3, 4) + (1) + (4) + (4) + 2 = 28

I prefer quieter wedding parties.


Deck Handler // Searching for: Armor 6

anticipating rewards and next scenario like a jerk

Card Upgrades: Salim is taking his lead from Balazar. If Balazar picks Ally 2, Salim will pick Item 2 (Candle of Comity to replace Item Basic Sage's Journal). If Balazar picks Item 2 or doesn't express a preference, Salim will pick Ally 2 (Sorrowsoul to replace Ally Basic Troubadour).

Skill Feat: Dexterity +2

Faction Boons: I acquired an ally with Diplomacy in it's check to acquire so I believe that gets me a check mark.

More Faction Stuff?: 1d20 ⇒ 9

Next Scenario Prep: Assuming everyone is good with it. We will all start at Wooden Bridge. Salim will plan to move to Shadow Clock on his first turn.

Turn order will revise to: Salim->Balazar->Ezren

Opening Hand:
Nothing in the draw happens to be listed above in upgrades
Salim wrote:

Hand: Blessing of Erastil, Dogslicer +1, Sharper, Captain's Cutlass, Blessing of the Gods 2,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings available. Recharge to reduce combat damage by 2 at my location.
Sideboard cards:

SKILLS

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

Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
Favored Card: Weapon
Hand Size 5 [ ] 6
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
[X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


You rudely dismiss the demonling and her minions. The wedding party has all but fled, and you should probably go too. The fathers of the grooms shove some coins in your purses and have you ushered out of the Alabaster District. Magnimar’s elite appreciates being saved, but not to the point of sullying its white gloves with a handshake.

Well, at least you have room and board for the night. Back to Dockway you go, hoping your rooms have been rebuilt enough for you to get some slumber. Or at least a bath. Or three.

REWARD
Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat. Note this reward on your Chronicle sheet, and cross it off when used.

FEAT
All characters earn 1 Skill Feat.

ACQUIRED CARDS

  • Brodert Quink (Ally 2)
  • Toad (Ally 1)
  • Ilsoari Gandethus (Ally 1)
  • Guide (Ally B)

  • Blessing of Torag (Blessing B)

  • Cloak of Elvenkind (Item 2)
  • Potion of Ruggedness (Item 1)
  • Spyglass (Item B)
  • Mattock (Item B)

  • Scorching Ray (Spell 1)
  • Scorching Ray (Spell 1)
  • Enfeeble (Spell 1)
  • Invisibility (Spell B)
  • Sleep (Spell B)
  • Lightning Touch (Spell B)
  • Levitate (Spell B)
  • Force Missile (Spell B)
  • Arcane Armor (Spell B)

  • Light Crossbow +1 (Weapon 2)


Scenario B: Life's Tough in the Big City
There is no place more storied in Magnimar than Underbridge. (That’s the area under the crumbling remains of the Irespan.) And unfortunately, that’s where you find yourself today.

Earlier in the day, after word spread of your rescue of the wedding party in the Alabaster District, you were visited by members of the city watch. A Lieutenant Kasadei sought your services.

“We could use some help,” Kasadei explained. “The rogues’ guilds of Underbridge are a nasty sort. And right now, they look to come to blows. Now there’s only so much the watch can do to prevent their turf wars from spilling into the streets and harming the innocent. Heck, even harming the guilty is pretty hard to prevent.

“But if you’re willing, you might be able to stem some of the bloodshed. The various Sczarni gangs—the Gallowed, the Creepers, the Washside Wranglers, the Tower Girls, Doolun’s Lads, and the Wreckwash Blades—all are seeking the return of their stolen property. Each of them has had some specific things stolen, or kidnapped, or what have you. Of course, they’re not going to accept our help in getting them back from each other. But they don’t know you. All they know is that you broke up a nasty scrape last night. So you’ve got that reputation going. Maybe the gangs’ll respect it?”

The rationale and the pay seemed like a good match to you. So now you’re in Underbridge, thinking about what you got yourself into. The watch pays well enough, and it’s something to do while you wait for passage to Hollow Mountain. But there sure are a lot of sketchy folk down here.

DURING THIS SCENARIO
When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:

  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

To win the scenario, close all of the locations.


During This Adventure: Adventure Deck Number: 2

During This Scenario:

When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here:

    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here:

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 0
    Located/Displayed Here:


    Ezren's Hand || Ezren's Deck

    Intelligence for my skill feat.
    Weapon 2 for my upgrade > Hrym

    I'll start at the Wooden Bridge.

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Hrym, Sihedron Medallion, Acid Jet, Life Drain, Scorching Ray, Steal Book
    Deck: 10 Discard: 0 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:


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

    Taking an Ally 2, replacing Apprentice with Lantern Archon.

    Starting at the Wooden Bridge.

    Balazar wrote:

    Hand: Black Spot, Crow, Augury, Evolution Surge, Summon Minor Monster, Eloquence,

    Displayed: Padrig,
    Deck: 10 Discard: 0 Buried: 0
    Notes: I can add 1d4+2 to your combat check
    Sideboard cards:

    Skills and Powers:

    Strength d4
    Dexterity d6
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d6
    Charisma d12 +1
    Arcane: Charisma +2
    Hand Size 6
    Proficient with: Light Armours
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
    "Player Reward 1: Concordance Faction Reward
    [ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
    [ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules: Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 1, Salim/NathanDavis

    Random Cards:

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

    Spoiler:
    Goblin Dog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

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

    Spoiler:
    Carrionstorm
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.~If undefeated, return the Carrionstorm to the top of this location deck.

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

    Barriers
    Spoiler:
    Trapped Locker
    Barrier B
    Traits:
    Basic
    Cache
    Lock
    Poison
    Trap
    To Defeat:
    Dexterity~Disable 9
    OR Strength~Melee 11
    If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

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

    Spoiler:
    Ambush
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~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 check. Banish this card and shuffle the remaining cards into the location deck.

    Spoiler:
    Large Chest
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 9
    OR Strength~Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

    Spoiler:
    Falling Bell
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity~Acrobatics 10
    Each character at this location encounters this barrier.~If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

    Weapons
    Spoiler:
    Longbow
    Weapon B
    Traits:
    2-Handed
    Bow
    Elite
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 5
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

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

    Spoiler:
    Dagger
    Weapon B
    Traits:
    Basic
    Knife
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged die + 1d4; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

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

    Spoiler:
    Starknife
    Weapon B
    Traits:
    Elite
    Finesse
    Knife
    Melee
    Piercing To Acquire:
    Dexterity~Ranged 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

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

    Spoiler:
    Enfeeble
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence~Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Cure
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic To Acquire:
    Wisdom~Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

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

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

    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Wooden Shield
    Armor B
    Traits:
    Basic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

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

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

    Spoiler:
    Blast Stone
    Item B
    Traits:
    Alchemical
    Basic
    Object To Acquire:
    Intelligence~Craft 4
    Banish this card to add 1d4 to a combat check at your location.

    Spoiler:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

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

    Allies
    Spoiler:
    Ilsoari Gandethus
    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.

    Spoiler:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    Spoiler:
    Aldern Foxglove
    Ally 1
    Traits:
    Human
    Noble To Acquire:
    Charisma~Diplomacy 4
    Banish this card to reduce damage dealt to a character at your location by 3.~Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

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

    Spoiler:
    Guide
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Survival 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

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

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma 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 when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

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

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Junk Beach Card 2:
    Wand of Force Missile
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand To Acquire:
    Intelligence~Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Junk Beach Card 3:
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Junk Beach Card 4:
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    Junk Beach Card 5:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Junk Beach Card 6:
    Cloak of Elvenkind
    Item 2
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Stealth 5
    Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

    Junk Beach Card 7:
    Locked Stone Door
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Junk Beach Card 8:
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence~Arcane 8
    OR Dexterity~Acrobatics 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

    Junk Beach Card 9:
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Shadow Clock Card 2:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Shadow Clock Card 3:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

    Shadow Clock Card 4:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

    Shadow Clock Card 5:
    Collapsed Ceiling
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity~Acrobatics~Constitution~Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.~If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Shadow Clock Card 6:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Shadow Clock Card 7:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Shadow Clock Card 8:
    Goblin Dog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Shadow Clock Card 9:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon Card 1:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    The Rusty Dragon Card 2:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    The Rusty Dragon Card 3:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 4:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    The Rusty Dragon Card 5:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    The Rusty Dragon Card 6:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma~Diplomacy 7
    Discard this card to give a card to another character at any location.~Discard this card to explore your location.

    The Rusty Dragon Card 7:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    The Rusty Dragon Card 8:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 9:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here:

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

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

    Warrens Card 3:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Warrens Card 4:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Warrens Card 5:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Warrens Card 6:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 7:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 8:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Warrens Card 9:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon, Salim/NathanDavis,

    Wooden Bridge Card 1:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    Wooden Bridge Card 2:
    Zombie
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

    Wooden Bridge Card 3:
    Elven Chain Shirt
    Armor 1
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 6
    Reveal this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

    Wooden Bridge Card 4:
    Locked Passage
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity~Disable 8
    OR Strength~Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Wooden Bridge Card 5:
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    Wooden Bridge Card 6:
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    Wooden Bridge Card 7:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Wooden Bridge Card 8:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    Wooden Bridge Card 9:
    Diseased Rats
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity~Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.


    Deck Handler // Searching for: Armor 6

    Quarterback Report

    We will burn down Junk Beach, Shadow Clock, and Wooden Bridge the hard way. Then see if we can trigger the right group in Rusty Dragon and finish at the Warrens.

    Location Advice
    Spread out to Junk Beach, Shadow Clock and Wooden Bridge. If someone else is there, that's fine just try to refrain from exploring a spot with 3 people on it. Also try to use Shadow Clock as a means to cycle your deck (especially if you are trying to get your Minor Healing back).

    Boon Distribution
    Put the follow boons at these locations when encountered.
    Weapons, Items and Allies: Rusty Dragon.
    Spells, Armor, Blessings: Warrens.

    Closing
    Make sure to use a Basic Ally to close the Shadow Clock. I have one. Not sure if anyone else does. If you are confident in your closing ability, just leave it for Salim. He's good at closing all of these locations.


    Deck Handler // Searching for: Armor 6

    Salim imparts a risky strategy to his companions at the Wooden Bridge and makes his way to the Junk Beach.

    He sees a bandit with fancy Boots of Elvenkind. He gives chase but loses the boots to the Rusty Dragon. One of the fancy lads has a Bandit comrade that comes to his aid.

    BYA Recharge Sharper

    Reveal Dogslicer + 1

    Combat 8: 1d8 + 4 + 1d6 + 1 ⇒ (3) + 4 + (6) + 1 = 14

    Discard BotG2 to Explore

    As Salim fights of one bandit, another comes in with a Wand of Force Missile

    Sending Wand of Force Missile to the Rusty Dragon

    BYA Recharge Captain's Cutlass

    Reveal Dogslicer + 1

    Combat 8: 1d8 + 4 + 1d6 + 1 ⇒ (5) + 4 + (1) + 1 = 11

    Forced Discard of Dogslicer +1

    Monster Defeat: Shuffle in BotG2

    Salim chases the Wand Wielder to the Rusty Dragon as well.

    Salim wrote:

    Hand: Blessing of Erastil, Cure, Troubadour, Sharper, Quick-Change Mask,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Notes: Blessing available. Get Cure if you need it.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
    Favored Card: Weapon
    Hand Size 5 [ ] 6
    Proficient with: Weapons Light Armors
    Powers:
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
    [X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules: Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 2, Balazar/khazkhaz

    Random Cards:

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

    Spoiler:
    Skeleton
    Monster B
    Traits:
    Basic
    Skeleton
    Undead
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.~If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

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

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

    Spoiler:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.~If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

    Barriers
    Spoiler:
    Slashing Blade
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity~Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

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

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

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

    Spoiler:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Weapons
    Spoiler:
    Flaming Mace +1
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.

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

    Spoiler:
    Quarterstaff
    Weapon B
    Traits:
    2-Handed
    Basic
    Bludgeoning
    Melee
    Staff To Acquire:
    Strength~Melee 3
    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.

    Spoiler:
    Sling
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Ranged
    Sling To Acquire:
    Dexterity~Ranged 5
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

    Spoiler:
    Dogslicer
    Weapon 1
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 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.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

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

    Spoiler:
    Web
    Spell 2
    Traits:
    Arcane
    Attack
    Elite
    Magic To Acquire:
    Intelligence~Arcane 6
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Holy Light
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic To Acquire:
    Wisdom~Divine 8
    For your combat check, discard this card to roll your Divine die + 2d6 with the Magic trait. If the check is against a bane with the Undead trait, instead roll your Divine die + 2d12 with the Magic trait.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    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.

    Armors
    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Shield of Fire Resistance
    Armor 1
    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 reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

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

    Items
    Spoiler:
    Potion of Hiding
    Item B
    Traits:
    Alchemical
    Basic
    Liquid To Acquire:
    Intelligence~Craft 4
    Banish this card and choose a character at your location to succeed at a Stealth check.

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

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

    Spoiler:
    Holy Candle
    Item B
    Traits:
    Divine
    Magic
    Object To Acquire:
    Wisdom~Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

    Spoiler:
    Crowbar
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.~Succeed at a Strength 3 check to recharge this card instead of discarding it.

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

    Spoiler:
    Aldern Foxglove
    Ally 1
    Traits:
    Human
    Noble To Acquire:
    Charisma~Diplomacy 4
    Banish this card to reduce damage dealt to a character at your location by 3.~Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

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

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

    Spoiler:
    Ven Vinder
    Ally 1
    Traits:
    Human
    Shopkeeper To Acquire:
    Charisma~Diplomacy 6
    OR Dexterity~Stealth 8
    Banish this card to add a random item from the box to your hand.

    Blessings
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

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

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 28

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 2
    Blessing of Erastil
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence~Arcane~Divine 5
    Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 4
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity~Disable 6
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence~Arcane~Divine 5
    Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 11
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma 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 when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 13
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 14
    Blessing of Gorum
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16
    Blessing of Irori
    Blessing B
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 17
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 18
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 19
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 20
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 21
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 22
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 23
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 24
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 25
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 26
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 27
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 28
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity~Disable 6
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim

    Junk Beach Card 1 (Magic Chain Mail):
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Junk Beach Card 2 (Mace):
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    Junk Beach Card 3 (Goblin Warrior):
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Junk Beach Card 4 (Cloak of Elvenkind):
    Cloak of Elvenkind
    Item 2
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Stealth 5
    Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

    Junk Beach Card 5 (Locked Stone Door):
    Locked Stone Door
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Junk Beach Card 6 (Explosive Runes):
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence~Arcane 8
    OR Dexterity~Acrobatics 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

    Junk Beach Card 7 (Giant Gecko):
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Shadow Clock Card 2:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Shadow Clock Card 3:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

    Shadow Clock Card 4:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

    Shadow Clock Card 5:
    Collapsed Ceiling
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity~Acrobatics~Constitution~Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.~If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Shadow Clock Card 6:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Shadow Clock Card 7:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Shadow Clock Card 8:
    Goblin Dog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Shadow Clock Card 9:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 3 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here:

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

    The Rusty Dragon Card 2:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    The Rusty Dragon Card 3:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    The Rusty Dragon Card 4:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    The Rusty Dragon Card 5:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma~Diplomacy 7
    Discard this card to give a card to another character at any location.~Discard this card to explore your location.

    The Rusty Dragon Card 6:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

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

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

    The Rusty Dragon Card 9:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    The Rusty Dragon Card 10:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    The Rusty Dragon Card 11:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.
    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here:

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

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

    Warrens Card 3:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Warrens Card 4:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Warrens Card 5:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Warrens Card 6:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 7:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 8:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Warrens Card 9:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon,

    Wooden Bridge Card 1:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    Wooden Bridge Card 2:
    Zombie
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

    Wooden Bridge Card 3:
    Elven Chain Shirt
    Armor 1
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 6
    Reveal this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

    Wooden Bridge Card 4:
    Locked Passage
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity~Disable 8
    OR Strength~Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Wooden Bridge Card 5:
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    Wooden Bridge Card 6:
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    Wooden Bridge Card 7:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Wooden Bridge Card 8:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    Wooden Bridge Card 9:
    Diseased Rats
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity~Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.


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

    Balazar keeps watch at the Wooden Bridge. A Night Watch comes to cross the Bridge. Balazar tells him of the happy hour at the Rusty Dragon. The Watch is excited to bury his head in a bucket right now.

    A Bandit then shows up, annoyed that Balazar sent away the Night Watch. The Bandit thinks Balazar is easy pickings, and advances menacingly. Recharging Eloquence. Padrig and a summoned Goblin Pyro rip into the Bandit's backside. Revealing a Spell 1, recharging Evolution Surge, and banishing the Goblin.
    Combat 8: 2d10 + 1 + 1d4 + 1 ⇒ (5, 5) + 1 + (2) + 1 = 14
    The Bandit cries out in pain, and leaves hurriedly, his clothes all torn.

    Balazar sees far enough to see a Zombie coming up.

    Discading Crow to explore.

    A Zombie then shuffles slowly across the Bridge. Balazar impatiently waits for the slow Zombie to get across the Bridge, then summons a Skeleton to attack it with Padrig. Revealing a Spell 1, recharging Summon Minor Monster, and banishing Skeleton.
    Combat 9: 2d10 + 1 + 1d4 ⇒ (6, 2) + 1 + (4) = 13
    The Zombie slowly disintegrates. Balazar, out of patience, scoops up the Zombie essence.

    End turn.

    Balazar wrote:

    Hand: Black Spot, Zombie B, Augury, Staff of Minor Healing, Ruby of Charisma, Eloquence,

    Displayed: Padrig,
    Deck: 10 Discard: 1 Buried: 0
    Notes: I can add 1d4+X to your combat check
    Sideboard cards:

    Skills and Powers:

    Strength d4
    Dexterity d6
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d6
    Charisma d12 +1
    Arcane: Charisma +2
    Hand Size 6
    Proficient with: Light Armours
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
    "Player Reward 1: Concordance Faction Reward
    [ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
    [ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules: Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 3, Ezren/Hawkmoon

    Random Cards:

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

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

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

    Spoiler:
    Carrionstorm
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.~If undefeated, return the Carrionstorm to the top of this location deck.

    Spoiler:
    Cultist
    Monster B
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.

    Barriers
    Spoiler:
    Trapped Passageway
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

    Spoiler:
    Monster in the Closet
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    Wisdom~Perception 9
    If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

    Spoiler:
    Trapped Locker
    Barrier B
    Traits:
    Basic
    Cache
    Lock
    Poison
    Trap
    To Defeat:
    Dexterity~Disable 9
    OR Strength~Melee 11
    If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

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

    Spoiler:
    Large Chest
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 9
    OR Strength~Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

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

    Spoiler:
    Shortbow
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 3
    For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

    Spoiler:
    Starknife
    Weapon B
    Traits:
    Elite
    Finesse
    Knife
    Melee
    Piercing To Acquire:
    Dexterity~Ranged 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

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

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

    Spells
    Spoiler:
    Cure
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic To Acquire:
    Wisdom~Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~If you do not have the Arcane skill, banish this card>~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spoiler:
    Mirror Image
    Spell B
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 6
    If you are dealt damage by a monster during your turn, you may discard this card to roll 1d4, and on a result other than 1, reduce the damage to 0. Roll agin for each additional source of damgae for the rest of the turn.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Invisibility
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 6
    Discard this card to evade a monster.~Discard this card to succeed at your Stealth check.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

    Spoiler:
    Arrow Catching Studded Leather
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 1.~Recharge this card to reduce Ranged Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Leather Armor
    Armor B
    Traits:
    Basic
    Light Armor To Acquire:
    Constitution~Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

    Spoiler:
    Wooden Shield
    Armor B
    Traits:
    Basic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

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

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

    Spoiler:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Spoiler:
    Blast Stone
    Item B
    Traits:
    Alchemical
    Basic
    Object To Acquire:
    Intelligence~Craft 4
    Banish this card to add 1d4 to a combat check at your location.

    Spoiler:
    Holy Candle
    Item B
    Traits:
    Divine
    Magic
    Object To Acquire:
    Wisdom~Divine 10
    Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

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

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

    Spoiler:
    Standard Bearer
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

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

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

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 27

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of Erastil
    Blessing B
    Traits:
    Divine
    Erastil To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence~Arcane~Divine 5
    Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 3
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity~Disable 6
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 7
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence~Arcane~Divine 5
    Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 10
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma 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 when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 12
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 13
    Blessing of Gorum
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15
    Blessing of Irori
    Blessing B
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 16
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 17
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 18
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 19
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 20
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 21
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 22
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 23
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 24
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 25
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 26
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 27
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity~Disable 6
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim

    Junk Beach Card 1 (Magic Chain Mail):
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Junk Beach Card 2 (Mace):
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    Junk Beach Card 3 (Goblin Warrior):
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Junk Beach Card 4 (Cloak of Elvenkind):
    Cloak of Elvenkind
    Item 2
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Stealth 5
    Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

    Junk Beach Card 5 (Locked Stone Door):
    Locked Stone Door
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Junk Beach Card 6 (Explosive Runes):
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence~Arcane 8
    OR Dexterity~Acrobatics 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

    Junk Beach Card 7 (Giant Gecko):
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Shadow Clock Card 2:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Shadow Clock Card 3:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

    Shadow Clock Card 4:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

    Shadow Clock Card 5:
    Collapsed Ceiling
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity~Acrobatics~Constitution~Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.~If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Shadow Clock Card 6:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Shadow Clock Card 7:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Shadow Clock Card 8:
    Goblin Dog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Shadow Clock Card 9:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 3 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon Card 1:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    The Rusty Dragon Card 2:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    The Rusty Dragon Card 3:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    The Rusty Dragon Card 4:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    The Rusty Dragon Card 5:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 6:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

    The Rusty Dragon Card 7:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

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

    The Rusty Dragon Card 9:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 10:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    The Rusty Dragon Card 11:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma~Diplomacy 7
    Discard this card to give a card to another character at any location.~Discard this card to explore your location.

    The Rusty Dragon Card 12:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here:

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

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

    Warrens Card 3:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Warrens Card 4:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Warrens Card 5:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Warrens Card 6:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 7:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 8:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Warrens Card 9:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon

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

    Wooden Bridge Card 2 (Locked Passage):
    Locked Passage
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity~Disable 8
    OR Strength~Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Wooden Bridge Card 3 (Warlord):
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    Wooden Bridge Card 4 (Burglar):
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    Wooden Bridge Card 5 (Blessing of the Gods):
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Wooden Bridge Card 6 (Guard):
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    Wooden Bridge Card 7 (Diseased Rats):
    Diseased Rats
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity~Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.


    Ezren's Hand || Ezren's Deck

    Bandit on Balazar's turn
    When a Bandit surprises them, Ezren quickly springs into action.

    Recharge Sihedron Meallion, play Acid Jet
    Combat 8: 1d12 + 4 + 1d6 ⇒ (11) + 4 + (3) = 18
    Next card is: Fiery Glare. Draw it.
    Arcane 8 recharge: 1d12 + 4 + 1 ⇒ (5) + 4 + 1 = 10
    Recharged.
    Defeated.

    On my turn
    Give Balazar Steal Book
    Ezren wishes Balazar good luck and heads to the Shadow clock. "I've heard reports some of these groups hang out in this area."

    Free exploration: Mystic Inscription
    But what he finds first is a Mystic Inscription. "Perhaps they've been dabbling in the arcane arts."

    I don't think anyone has anything to add to this, so...
    Arcane 10: 1d12 + 4 ⇒ (9) + 4 = 13
    Defeated!
    Spells: 1d4 ⇒ 4
    Cure
    Lightning Bolt
    Mirror Image
    Invisibility
    Whoot!

    Ezren can't explore again, so ending my turn. I'm over my hand size, so I'll discard Hrym and Cure

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Fiery Glare, Invisibility, Life Drain, Lightning Bolt, Mirror Image, Scorching Ray
    Deck: 11 Discard: 2 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:

    Summary: Gave Steal Book to Balazar. Moved to Shadow Clock. Defeated Card 1. Took first 4 random spells.


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules: Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 4, Salim/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

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

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

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

    Spoiler:
    Zombie
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

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

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

    Spoiler:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Spoiler:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

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

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

    Spoiler:
    Dogslicer
    Weapon 1
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 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.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

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

    Spoiler:
    Sling
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Ranged
    Sling To Acquire:
    Dexterity~Ranged 5
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

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

    Spells
    Spoiler:
    Detect Magic
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic To Acquire:
    Intelligence~Arcane~Wisdom~Divine 2
    Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    Aid
    Spell B
    Traits:
    Divine
    Elite
    Magic To Acquire:
    Wisdom~Divine 6
    Discard this card to add 1d6 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Levitate
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 6
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

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

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

    Spoiler:
    Shield of Fire Resistance
    Armor 1
    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 reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

    Spoiler:
    Mattock
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Strength~Melee 6
    Reveal this card to add 1d8 to your noncombat Strength check.~Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

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

    Spoiler:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Allies
    Spoiler:
    Ilsoari Gandethus
    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.

    Spoiler:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

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

    Spoiler:
    Sage
    Ally B
    Traits:
    Basic
    Human
    Sage To Acquire:
    Wisdom 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.~Discard this card to explore your location.

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

    Blessings
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

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

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 26

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck 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.
    Spoiler:
    Blessings Deck Card 2
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3
    Blessing of Iomedae
    Blessing B
    Traits:
    Divine
    Iomedae To Acquire:
    Charisma 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity~Disable 6
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 6
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence~Arcane~Divine 5
    Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 9
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma 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 when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 11
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 12
    Blessing of Gorum
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14
    Blessing of Irori
    Blessing B
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 15
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 16
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 17
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 18
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 19
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 20
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 21
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 23
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 24
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 25
    Blessing of Sarenrae
    Blessing B
    Traits:
    Divine
    Sarenrae To Acquire:
    Constitution 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 26
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity~Disable 6
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim/NathanDavis,

    Junk Beach Card 1 (Magic Chain Mail):
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Junk Beach Card 2 (Mace):
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    Junk Beach Card 3 (Goblin Warrior):
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Junk Beach Card 4 (Cloak of Elvenkind):
    Cloak of Elvenkind
    Item 2
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Stealth 5
    Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

    Junk Beach Card 5 (Locked Stone Door):
    Locked Stone Door
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Junk Beach Card 6 (Explosive Runes):
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence~Arcane 8
    OR Dexterity~Acrobatics 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

    Junk Beach Card 7 (Giant Gecko):
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Hawkmoon,

    Shadow Clock Card 1:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Shadow Clock Card 2:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

    Shadow Clock Card 3:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

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

    Shadow Clock Card 5:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Shadow Clock Card 6:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Shadow Clock Card 7:
    Goblin Dog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Shadow Clock Card 8:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 3 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon Card 1:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    The Rusty Dragon Card 2:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    The Rusty Dragon Card 3:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    The Rusty Dragon Card 4:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    The Rusty Dragon Card 5:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 6:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

    The Rusty Dragon Card 7:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

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

    The Rusty Dragon Card 9:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 10:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    The Rusty Dragon Card 11:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma~Diplomacy 7
    Discard this card to give a card to another character at any location.~Discard this card to explore your location.

    The Rusty Dragon Card 12:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here:

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

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

    Warrens Card 3:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Warrens Card 4:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Warrens Card 5:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Warrens Card 6:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 7:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 8:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Warrens Card 9:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Balazar/khazkhaz,

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

    Wooden Bridge Card 2 (Locked Passage):
    Locked Passage
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity~Disable 8
    OR Strength~Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Wooden Bridge Card 3 (Warlord):
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    Wooden Bridge Card 4 (Burglar):
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    Wooden Bridge Card 5 (Blessing of the Gods):
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Wooden Bridge Card 6 (Guard):
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    Wooden Bridge Card 7 (Diseased Rats):
    Diseased Rats
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity~Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.


    Deck Handler // Searching for: Armor 6

    Salim heads back to the Wooden Bridge to regroup with Balazar.

    He finds another fancy bandit wearing a fancy Elven Chain Shirt. With the help of Balazar's Zombie, he chases the bandit off to the Move boon to Warrens.

    Using Balazar's Zombie, Recharge Blessing of Erastil, Recharge Sharper in BYA for Bandit

    Combat 8: 2d6 + 1d4 ⇒ (2, 6) + (4) = 12

    Shuffle in Dogslicer +1

    Salim wrote:

    Hand: Candle of Comity, Cure, Troubadour, Deathbane Light Crossbow +1, Quick-Change Mask,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Available at my location: Cure. Recharge to add 1d8 to non-combat Charisma/Diplomacy
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
    Favored Card: Weapon
    Hand Size 5 [ ] 6
    Proficient with: Weapons Light Armors
    Powers:
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
    [X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


    Balazar needs to encounter a summoned Bandit from Salim's turn

    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules: Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 5, Balazar/khazkhaz

    Random Cards:

    Monsters
    Spoiler:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.~If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

    Spoiler:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.~If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

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

    Spoiler:
    Xulgath
    Monster B
    Traits:
    Basic
    Xulgath
    To Defeat:
    Combat 9
    Before the encounter, put 1 card of your choice from your hand on top of your deck.

    Spoiler:
    Skeleton
    Monster B
    Traits:
    Basic
    Skeleton
    Undead
    To Defeat:
    Combat 8
    The Skeleton is immune to the Mental and Poison traits.~If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

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

    Spoiler:
    Falling Bell
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity~Acrobatics 10
    Each character at this location encounters this barrier.~If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

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

    Spoiler:
    Ambush
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~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 check. Banish this card and shuffle the remaining cards into the location deck.

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

    Weapons
    Spoiler:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

    Spoiler:
    Shortbow
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 3
    For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

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

    Spoiler:
    Greataxe
    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.

    Spoiler:
    Shock Longbow +1
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

    Spells
    Spoiler:
    Cure
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic To Acquire:
    Wisdom~Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Enfeeble
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence~Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Detect Magic
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic To Acquire:
    Intelligence~Arcane~Wisdom~Divine 2
    Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Frost Ray
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic To Acquire:
    Intelligence~Arcane 6
    For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

    Spoiler:
    Wooden Shield
    Armor B
    Traits:
    Basic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

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

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

    Spoiler:
    Shield of Fire Resistance
    Armor 1
    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 reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

    Spoiler:
    Holy Water
    Item B
    Traits:
    Basic
    Divine
    Liquid
    Magic To Acquire:
    Wisdom~Divine 8
    Discard this card to evade a bane with the Undead trait.~Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.~Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

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

    Spoiler:
    Codex
    Item B
    Traits:
    Basic
    Book To Acquire:
    Intelligence~Knowledge 8
    Discard this card to add 1 die to your check to acquire a boon.~Succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

    Allies
    Spoiler:
    Standard Bearer
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

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

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

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

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

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

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 25

    Blessings Deck

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

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Junk Beach Card 1 (Magic Chain Mail):
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Junk Beach Card 2 (Mace):
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    Junk Beach Card 3 (Goblin Warrior):
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Junk Beach Card 4 (Cloak of Elvenkind):
    Cloak of Elvenkind
    Item 2
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Stealth 5
    Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

    Junk Beach Card 5 (Locked Stone Door):
    Locked Stone Door
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Junk Beach Card 6 (Explosive Runes):
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence~Arcane 8
    OR Dexterity~Acrobatics 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

    Junk Beach Card 7 (Giant Gecko):
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Hawkmoon,

    Shadow Clock Card 1:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Shadow Clock Card 2:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

    Shadow Clock Card 3:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

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

    Shadow Clock Card 5:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Shadow Clock Card 6:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Shadow Clock Card 7:
    Goblin Dog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Shadow Clock Card 8:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 3 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon Card 1:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    The Rusty Dragon Card 2:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    The Rusty Dragon Card 3:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    The Rusty Dragon Card 4:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    The Rusty Dragon Card 5:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 6:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

    The Rusty Dragon Card 7:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

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

    The Rusty Dragon Card 9:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 10:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    The Rusty Dragon Card 11:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma~Diplomacy 7
    Discard this card to give a card to another character at any location.~Discard this card to explore your location.

    The Rusty Dragon Card 12:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Warrens Card 2:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

    Warrens Card 4:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Warrens Card 5:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 6:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Warrens Card 7:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

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

    Warrens Card 9:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

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

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Salim/NathanDavis,

    Wooden Bridge Card 1 (Locked Passage):
    Locked Passage
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity~Disable 8
    OR Strength~Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Wooden Bridge Card 2 (Warlord):
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    Wooden Bridge Card 3 (Burglar):
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    Wooden Bridge Card 4 (Blessing of the Gods):
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Wooden Bridge Card 5 (Guard):
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    Wooden Bridge Card 6 (Diseased Rats):
    Diseased Rats
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity~Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.


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

    Out of nowhere a Bandit accosts Balazar. Balazar summons a Faceless Stalker, and sends it to fight with Padrig. Recharging Augury, revealing the Monster, recharging Ruby.
    Combat 8: 2d10 + 2 ⇒ (6, 10) + 2 = 18
    The Bandit is utterly terrified of the Faceless Stalker and faints.

    Balazar moves to the Junk Beach. He finds a Magic Chain Mail half-buried in the Junk. Recharing Eloquence. Auto-passing the check, sending it to the Warrens.

    A Bandit shows up, wanting the Armour for himself. Recharging Eloquence, revealing Faceless Stalker.
    Combat 8: 2d10 + 2 ⇒ (5, 7) + 2 = 14
    The Bandit sees the Faceless Stalker, and vomits from the sight of it.

    Balazar scans the Beach and sees a Mace. He uses his Staff of Minor Healing, and sets up camp. Recharging Crow.

    End turn.

    Balazar wrote:

    Hand: Black Spot, Faceless Stalker 2, Blessing of the Gods 1, Magic Chain Shirt, Bound Imp, Bound Lantern Archon,

    Displayed: Padrig,
    Deck: 11 Discard: 0 Buried: 0
    Notes: I can add 1d4+2 to your combat check
    Sideboard cards:

    Skills and Powers:

    Strength d4
    Dexterity d6
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d6
    Charisma d12 +1
    Arcane: Charisma +2
    Hand Size 6
    Proficient with: Light Armours
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
    "Player Reward 1: Concordance Faction Reward
    [ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
    [ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 6, Ezren/Hawkmoon

    Random Cards:

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

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

    Spoiler:
    Carrionstorm
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.~If undefeated, return the Carrionstorm to the top of this location deck.

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

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

    Barriers
    Spoiler:
    Ambush
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~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 check. Banish this card and shuffle the remaining cards into the location deck.

    Spoiler:
    Trapped Passageway
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

    Spoiler:
    Large Chest
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 9
    OR Strength~Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

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

    Spoiler:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

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

    Spoiler:
    Light Crossbow
    Weapon B
    Traits:
    Basic
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

    Spoiler:
    Greataxe
    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.

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

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

    Spells
    Spoiler:
    Detect Magic
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic To Acquire:
    Intelligence~Arcane~Wisdom~Divine 2
    Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Aid
    Spell B
    Traits:
    Divine
    Elite
    Magic To Acquire:
    Wisdom~Divine 6
    Discard this card to add 1d6 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Frost Ray
    Spell 1
    Traits:
    Arcane
    Attack
    Cold
    Magic To Acquire:
    Intelligence~Arcane 6
    For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spoiler:
    Enfeeble
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence~Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Wooden Shield
    Armor B
    Traits:
    Basic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

    Spoiler:
    Leather Armor
    Armor B
    Traits:
    Basic
    Light Armor To Acquire:
    Constitution~Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

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

    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Items
    Spoiler:
    Holy Water
    Item B
    Traits:
    Basic
    Divine
    Liquid
    Magic To Acquire:
    Wisdom~Divine 8
    Discard this card to evade a bane with the Undead trait.~Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.~Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

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

    Spoiler:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

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

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

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

    Spoiler:
    Troubadour
    Ally B
    Traits:
    Basic
    Halfling To Acquire:
    Dexterity~Acrobatics. 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.~Discard this card to explore your location.

    Spoiler:
    Sage
    Ally B
    Traits:
    Basic
    Human
    Sage To Acquire:
    Wisdom 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.~Discard this card to explore your location.

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

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

    Blessings
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

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

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

    Top of Blessing Discard Pile:

    Blessing of Iomedae:
    Blessing of Iomedae
    Blessing 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: 24

    Blessings Deck

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

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz,

    Junk Beach Card 1 (Mace):
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    Junk Beach Card 2 (Goblin Warrior):
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

    Junk Beach Card 4 (Locked Stone Door):
    Locked Stone Door
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Junk Beach Card 5 (Explosive Runes):
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence~Arcane 8
    OR Dexterity~Acrobatics 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

    Junk Beach Card 6 (Giant Gecko):
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Hawkmoon,

    Shadow Clock Card 1:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Shadow Clock Card 2:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

    Shadow Clock Card 3:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

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

    Shadow Clock Card 5:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Shadow Clock Card 6:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Shadow Clock Card 7:
    Goblin Dog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Shadow Clock Card 8:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 3 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon Card 1:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    The Rusty Dragon Card 2:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    The Rusty Dragon Card 3:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    The Rusty Dragon Card 4:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    The Rusty Dragon Card 5:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 6:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

    The Rusty Dragon Card 7:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

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

    The Rusty Dragon Card 9:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 10:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    The Rusty Dragon Card 11:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma~Diplomacy 7
    Discard this card to give a card to another character at any location.~Discard this card to explore your location.

    The Rusty Dragon Card 12:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Warrens Card 2:
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Warrens Card 3:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Warrens Card 4:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

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

    Warrens Card 6:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Warrens Card 7:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Warrens Card 8:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Warrens Card 9:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

    Warrens Card 11:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Salim/NathanDavis,

    Wooden Bridge Card 1 (Locked Passage):
    Locked Passage
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity~Disable 8
    OR Strength~Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Wooden Bridge Card 2 (Warlord):
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    Wooden Bridge Card 3 (Burglar):
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    Wooden Bridge Card 4 (Blessing of the Gods):
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Wooden Bridge Card 5 (Guard):
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    Wooden Bridge Card 6 (Diseased Rats):
    Diseased Rats
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity~Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.


    Ezren's Hand || Ezren's Deck

    Ezren is at the Shadow Clock, when it suddenly strikes the hour. The sound is so loud, it is unsettling.

    Recharge my hand and draw up.

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Augury, Invisibility, Arcane Robes, Thieves' Tools, Alaeron, Snick
    Deck: 11 Discard: 2 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:

    Free exploration: Goblin Raid

    Then, a group of goblins bursts into the street. "I thought we were done with your kind."

    Invisibility to evade the one I summon
    Next card is: Rodrcik
    Arcane 8 recharge: 1d12 + 4 + 1 ⇒ (2) + 4 + 1 = 7
    Discarded.

    Ezren ends his turn.

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Augury, Arcane Robes, Thieves' Tools, Alaeron, Rodrick, Snick
    Deck: 10 Discard: 3 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:


    Balazar and Salim must encounter summoned Goblin Raiders from Ezren's turn

    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 7, Salim/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Spectre
    Monster B
    Traits:
    Elite
    Incorporeal
    Undead
    To Defeat:
    Combat 11
    OR Wisdom~Divine 7
    The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

    Spoiler:
    Goblin Cutpurse
    Monster 1
    Traits:
    Basic
    Goblin
    Rogue
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

    Spoiler:
    Goblin Cutpurse
    Monster 1
    Traits:
    Basic
    Goblin
    Rogue
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

    Spoiler:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.~If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

    Spoiler:
    Zombie
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

    Barriers
    Spoiler:
    Large Chest
    Barrier B
    Traits:
    Cache
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 9
    OR Strength~Melee 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

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

    Spoiler:
    Trapped Passageway
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

    Spoiler:
    Ambush
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~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 check. Banish this card and shuffle the remaining cards into the location deck.

    Spoiler:
    Falling Bell
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity~Acrobatics 10
    Each character at this location encounters this barrier.~If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

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

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

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

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

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

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

    Spoiler:
    Enfeeble
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence~Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Guidance
    Spell B
    Traits:
    Basic
    Divine
    Magic To Acquire:
    Wisdom~Divine 2
    Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.

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

    Spoiler:
    Holy Light
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic To Acquire:
    Wisdom~Divine 8
    For your combat check, discard this card to roll your Divine die + 2d6 with the Magic trait. If the check is against a bane with the Undead trait, instead roll your Divine die + 2d12 with the Magic trait.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Wooden Shield
    Armor B
    Traits:
    Basic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

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

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

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

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

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

    Allies
    Spoiler:
    Sage
    Ally B
    Traits:
    Basic
    Human
    Sage To Acquire:
    Wisdom 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.~Discard this card to explore your location.

    Spoiler:
    Troubadour
    Ally B
    Traits:
    Basic
    Halfling To Acquire:
    Dexterity~Acrobatics. 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.~Discard this card to explore your location.

    Spoiler:
    Guide
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Survival 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

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

    Spoiler:
    Sage
    Ally B
    Traits:
    Basic
    Human
    Sage To Acquire:
    Wisdom 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.~Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma 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 when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of 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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 23

    Blessings Deck

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

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz,

    Junk Beach Card 1 (Mace):
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    Junk Beach Card 2 (Goblin Warrior):
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

    Junk Beach Card 4 (Locked Stone Door):
    Locked Stone Door
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Junk Beach Card 5 (Explosive Runes):
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence~Arcane 8
    OR Dexterity~Acrobatics 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

    Junk Beach Card 6 (Giant Gecko):
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Hawkmoon,

    Shadow Clock Card 1:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

    Shadow Clock Card 2:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

    Shadow Clock Card 3:
    Collapsed Ceiling
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity~Acrobatics~Constitution~Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.~If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Shadow Clock Card 4:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Shadow Clock Card 5:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Shadow Clock Card 6:
    Goblin Dog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Shadow Clock Card 7:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 3 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon Card 1:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    The Rusty Dragon Card 2:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    The Rusty Dragon Card 3:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    The Rusty Dragon Card 4:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    The Rusty Dragon Card 5:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 6:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

    The Rusty Dragon Card 7:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

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

    The Rusty Dragon Card 9:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 10:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    The Rusty Dragon Card 11:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma~Diplomacy 7
    Discard this card to give a card to another character at any location.~Discard this card to explore your location.

    The Rusty Dragon Card 12:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Warrens Card 2:
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Warrens Card 3:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Warrens Card 4:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

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

    Warrens Card 6:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Warrens Card 7:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Warrens Card 8:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Warrens Card 9:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

    Warrens Card 11:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Salim/NathanDavis,

    Wooden Bridge Card 1 (Locked Passage):
    Locked Passage
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity~Disable 8
    OR Strength~Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Wooden Bridge Card 2 (Warlord):
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    Wooden Bridge Card 3 (Burglar):
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    Wooden Bridge Card 4 (Blessing of the Gods):
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Wooden Bridge Card 5 (Guard):
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    Wooden Bridge Card 6 (Diseased Rats):
    Diseased Rats
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity~Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.


    Deck Handler // Searching for: Armor 6

    Will I never be rid of these stinking goblins

    Goblin Raid: Reveal Deathbane Light Crossbow +1

    Combat 8: 1d8 + 2 + 1d8 + 1 ⇒ (3) + 2 + (7) + 1 = 13

    Salim lights the Candle of Comity to pause and reassess the situation.

    Candle of Comity buried BR:Shuffle the top card of the blessings discard pile into the blessings deck.

    The Recharged Troubadour finds a Locked Passage.

    Dexterity 8: 1d8 + 2 + 1d4 + 1d6 ⇒ (1) + 2 + (2) + (1) = 6

    Try as they might, Salim and Troubadour can't find a way through.

    Salim wrote:

    Hand: Blessing of Erastil, Cure, Dandy Brute, Deathbane Light Crossbow +1, Quick-Change Mask,

    Displayed:
    Deck: 10 Discard: 0 Buried: 1
    Notes: Available at my location: Cure.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
    Favored Card: Weapon
    Hand Size 5 [ ] 6
    Proficient with: Weapons Light Armors
    Powers:
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
    [X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.

    BR:Failed my Barrier check so shuffle the Wooden Bridge


    Balazar must encounter a summoned Goblin Raider from Ezren's turn

    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 8, Balazar/khazkhaz

    Random Cards:

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

    Spoiler:
    Zombie
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

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

    Spoiler:
    Goblin Snake
    Monster 1
    Traits:
    Aberration
    Basic
    To Defeat:
    Combat 8
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

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

    Barriers
    Spoiler:
    Slashing Blade
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity~Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Spoiler:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Spoiler:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

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

    Spoiler:
    Ambush
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~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 check. Banish this card and shuffle the remaining cards into the location deck.

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

    Spoiler:
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    Spoiler:
    Starknife
    Weapon B
    Traits:
    Elite
    Finesse
    Knife
    Melee
    Piercing To Acquire:
    Dexterity~Ranged 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Spoiler:
    Longbow +1
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 9
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

    Spoiler:
    Shortbow
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 3
    For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

    Spells
    Spoiler:
    Inflict
    Spell B
    Traits:
    Attack
    Basic
    Divine
    Magic To Acquire:
    Wisdom~Divine 6
    For your combat check, discard this card to roll your Divine die + 1d6 with the Magic trait.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Mending
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic To Acquire:
    Intelligence~Arcane~Wisdom~Divine 2
    Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

    Spoiler:
    Glibness
    Spell B
    Traits:
    Arcane
    Divine
    Elite
    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 Charisma die. Discard this card at the end of the turn.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Wooden Shield
    Armor B
    Traits:
    Basic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

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

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

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

    Spoiler:
    Leather Armor
    Armor B
    Traits:
    Basic
    Light Armor To Acquire:
    Constitution~Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

    Items
    Spoiler:
    Potion of Fortitude
    Item B
    Traits:
    Alchemical
    Basic
    Liquid To Acquire:
    Intelligence~Craft 4
    Banish this card and choose a character at your location to succeed at a Fortitude check.

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

    Spoiler:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Sage
    Ally B
    Traits:
    Basic
    Human
    Sage To Acquire:
    Wisdom 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.~Discard this card to explore your location.

    Spoiler:
    Standard Bearer
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

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

    Spoiler:
    Guide
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Survival 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

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

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

    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma 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 when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

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

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Top of Blessing Discard Pile:

    Blessing of Abadar:
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity~Disable 6
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this 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: 23

    Blessings Deck

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

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz,

    Junk Beach Card 1 (Mace):
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    Junk Beach Card 2 (Goblin Warrior):
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

    Junk Beach Card 4 (Locked Stone Door):
    Locked Stone Door
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Junk Beach Card 5 (Explosive Runes):
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence~Arcane 8
    OR Dexterity~Acrobatics 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

    Junk Beach Card 6 (Giant Gecko):
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Hawkmoon,

    Shadow Clock Card 1:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

    Shadow Clock Card 2:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

    Shadow Clock Card 3:
    Collapsed Ceiling
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity~Acrobatics~Constitution~Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.~If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Shadow Clock Card 4:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Shadow Clock Card 5:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Shadow Clock Card 6:
    Goblin Dog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Shadow Clock Card 7:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 3 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon Card 1:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    The Rusty Dragon Card 2:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    The Rusty Dragon Card 3:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    The Rusty Dragon Card 4:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    The Rusty Dragon Card 5:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 6:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

    The Rusty Dragon Card 7:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

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

    The Rusty Dragon Card 9:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 10:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    The Rusty Dragon Card 11:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma~Diplomacy 7
    Discard this card to give a card to another character at any location.~Discard this card to explore your location.

    The Rusty Dragon Card 12:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Warrens Card 2:
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Warrens Card 3:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Warrens Card 4:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

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

    Warrens Card 6:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Warrens Card 7:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Warrens Card 8:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Warrens Card 9:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

    Warrens Card 11:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Salim/NathanDavis, Locked Passage, Warlord, Burglar, Blessing of the Gods, Guard, Diseased Rats

    Wooden Bridge Card 1:
    Locked Passage
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity~Disable 8
    OR Strength~Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Wooden Bridge Card 2:
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    Wooden Bridge Card 3:
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    Wooden Bridge Card 4:
    Diseased Rats
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity~Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Wooden Bridge Card 5:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Wooden Bridge Card 6:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.


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

    A Goblin Raider shows up out of nowhere. Bandit sends Padrig to defend him. Revealing Archon
    Combat 8: 2d10 + 2 ⇒ (2, 7) + 2 = 11
    Good riddance! At least it didn't explode this time.

    Balazar trips on something on the Beach. It turns out to be a Mace. Sending to Rusty Dragon.

    A Bandit shows up. It wants the Mace. Recharging Bound Imp, and revealing Bound Lantern Archon.
    Combat 8: 2d10 + 2 ⇒ (5, 8) + 2 = 15
    The Bandit leaves, feeling confused after seeing the Archon's visage.

    Using a Blessing to explore.
    Balazar chances upon a Goblin Warrior, busy picking through the Junk. Balazar summons a Warlord quietly, and sends it to attack with Padrig. Revealing Archon, recharging Black Spot, and banishing Warlord.
    Combat 9: 2d10 + 2 + 1d4 ⇒ (3, 5) + 2 + (3) = 13
    The Goblin Warrior is cleaved in half by the Warlord. Balazar captures its essence.

    Ending my turn.

    Balazar wrote:

    Hand: Warlord B, Faceless Stalker 2, Blessing of the Gods 2, Magic Chain Shirt, Blessing of Lamashtu, Bound Lantern Archon,

    Displayed: Padrig,
    Deck: 11 Discard: 1 Buried: 0
    Notes: I can add 1d4+2 to your combat check
    Sideboard cards:

    Skills and Powers:

    Strength d4
    Dexterity d6
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d6
    Charisma d12 +1
    Arcane: Charisma +2
    Hand Size 6
    Proficient with: Light Armours
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
    "Player Reward 1: Concordance Faction Reward
    [ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
    [ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 9, Ezren/Hawkmoon

    Random Cards:

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

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

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

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

    Spoiler:
    Spectre
    Monster B
    Traits:
    Elite
    Incorporeal
    Undead
    To Defeat:
    Combat 11
    OR Wisdom~Divine 7
    The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

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

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

    Spoiler:
    Falling Bell
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity~Acrobatics 10
    Each character at this location encounters this barrier.~If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

    Spoiler:
    Trapped Passageway
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

    Spoiler:
    Ambush
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~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 check. Banish this card and shuffle the remaining cards into the location deck.

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

    Spoiler:
    Dogslicer
    Weapon 1
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 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.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

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

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

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

    Spells
    Spoiler:
    Sleep
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental To Acquire:
    Intelligence~Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

    Spoiler:
    Web
    Spell 2
    Traits:
    Arcane
    Attack
    Elite
    Magic To Acquire:
    Intelligence~Arcane 6
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Find Traps
    Spell B
    Traits:
    Divine
    Magic To Acquire:
    Wisdom~Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Shield of Fire Resistance
    Armor 1
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with 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 you are proficient with light armors, you may play another armor on this check.

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

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

    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Wooden Shield
    Armor B
    Traits:
    Basic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

    Items
    Spoiler:
    Crowbar
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.~Succeed at a Strength 3 check to recharge this card instead of discarding it.

    Spoiler:
    Potion of Vision
    Item B
    Traits:
    Alchemical
    Basic
    Liquid To Acquire:
    Intelligence~Craft 4
    Banish this card and chose a character at your location to succeed at a Perception check.

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

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

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

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

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

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

    Spoiler:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

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

    Blessings
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Spoiler:
    Blessing of 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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 22

    Blessings Deck

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

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz,

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

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

    Junk Beach Card 3 (Explosive Runes):
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence~Arcane 8
    OR Dexterity~Acrobatics 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

    Junk Beach Card 4 (Giant Gecko):
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Hawkmoon,

    Shadow Clock Card 1:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

    Shadow Clock Card 2:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

    Shadow Clock Card 3:
    Collapsed Ceiling
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity~Acrobatics~Constitution~Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.~If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Shadow Clock Card 4:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Shadow Clock Card 5:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Shadow Clock Card 6:
    Goblin Dog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Shadow Clock Card 7:
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 3 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon Card 1:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 2:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    The Rusty Dragon Card 3:
    Wand of Force Missile
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand To Acquire:
    Intelligence~Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

    The Rusty Dragon Card 4:
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    The Rusty Dragon Card 5:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 6:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

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

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

    The Rusty Dragon Card 9:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

    The Rusty Dragon Card 10:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 11:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    The Rusty Dragon Card 12:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    The Rusty Dragon Card 13:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Warrens Card 2:
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Warrens Card 3:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Warrens Card 4:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

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

    Warrens Card 6:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Warrens Card 7:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Warrens Card 8:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Warrens Card 9:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

    Warrens Card 11:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Salim/NathanDavis, Locked Passage, Warlord, Burglar, Blessing of the Gods, Guard, Diseased Rats

    Wooden Bridge Card 1:
    Locked Passage
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity~Disable 8
    OR Strength~Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    Wooden Bridge Card 2:
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    Wooden Bridge Card 3:
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    Wooden Bridge Card 4:
    Diseased Rats
    Monster 2
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 11
    OR Dexterity~Stealth 9
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Wooden Bridge Card 5:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Wooden Bridge Card 6:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.


    Ezren's Hand || Ezren's Deck

    Once again, the Shadow Clock chimes.

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Sihedron Medallion, Acid Jet, Force Missile, Good Omen, Invisibility, Lightning Bolt
    Deck: 10 Discard: 3 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:

    He then explores the Shadow Clock.

    Free exploration: Lightning Bolt
    He glimpses a scroll but it is fleeting.
    Send it to the Warrens
    As he chases after it, he runs into a Bandit.
    BYA: recharge Sihedron Medallion
    Play Lightning Bolt
    Combat 8: 1d12 + 4 + 3d6 ⇒ (12) + 4 + (5, 3, 5) = 29
    Next card is: Life Drain draw it.
    Arcane 10 recharge: 1d12 + 4 + 1 ⇒ (5) + 4 + 1 = 10
    Recharged.
    Defeated.
    Examine the whole location deck.
    Scenario power: 1d6 ⇒ 2

    End my turn.

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Acid Jet, Force Missile, Good Omen, Invisibility, Life Drain, Scorching Ray
    Deck: 10 Discard: 3 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:


    Deck Handler // Searching for: Armor 6

    Taking another hack at Wooden Bridge again.

    flavor-lite entry incoming

    Locked Passage again!

    Recharge Quick Change Mask to change Dex to Diplomacy and Recharge Dandy Brute

    Diplomacy 8: 1d8 + 2 + 1d6 + 1d4 ⇒ (3) + 2 + (4) + (2) = 11

    Examine and leave Burglar on top

    Discard Blessing of Erastil to explore

    Move Burglar to Rusty Dragon

    Bandit Time!

    BYA Recharge Cure and Reveal Deathbane Light Crossbow for Combat

    Combat 8: 1d8 + 2 + 1d8 ⇒ (4) + 2 + (7) = 13

    Examine the Wooden Bridge again and shuffle Blessing of Erastil into Player deck

    Salim wrote:

    Hand: Quick-Change Mask, The Melted Blade, Dogslicer +1, Deathbane Light Crossbow +1, Blessing of Erastil,

    Displayed:
    Deck: 10 Discard: 0 Buried: 1
    Notes: Crossbow Combat at other locations
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
    Favored Card: Weapon
    Hand Size 5 [ ] 6
    Proficient with: Weapons Light Armors
    Powers:
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
    [X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


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

    Balazar tires of searching in the Junk Beach and wants some action. Following a lead from Salim, he goes to the Wooden Bridge.

    At the Bridge, he finds a Warlord cockily eyeing Balazar. Balazar does not care to exchange words, and immediately sends his own Warlord and Padrig to teach the Veteran a lesson in humility. Revealing Faceless Stalker, and banishing Warlord.
    Combat 11: 2d10 + 2 + 1d4 ⇒ (2, 8) + 2 + (2) = 14
    The Warlord goes pale when he sees the Faceless Stalker. He barely has any time to defend himself as the Warlord pummels him. The Warlord joins Balazar as his summon.

    Exploring with a Blessing of the Gods.
    Balazar peeks under the bridge and finds a Swarm of Diseased Rats. Padrig, go have a feast. Revealing Faceless Stalker, and banishing Warlord.
    Combat 11: 2d10 + 2 + 1d4 ⇒ (7, 4) + 2 + (2) = 15
    Padrig gorges on a few rats while Balazar captures its essence.

    Discarding Blessing of Lamashtu to explore.
    What a long bridge this is! I have been walking for some time already. Balazar's musing is interrupted by a glow from a Blessing of the Gods. Immediately discarding to explore again.

    Further by the bridge, Balazar finds a Guard keeping watch at the end of the bridge. Balazar tells him of the 2 for 1 special at the Rusty Dragon. The Guard leaves his post already thinking about her special lass. Shuffling Guard into Rusty Dragon.

    A gang of Bandits shows up. One Bandit goes to Salim, and one to Balazar. It shouts, Oi! We were supposed to rob that Guard. I suupose you will do.
    Recharging Faceless Stalker, revealing Diseased Rats.
    Combat 8: 2d10 + 2 ⇒ (1, 7) + 2 = 10
    The Bandit scurries to get away from the Diseased Rats, with hardly a battle.

    It's time to close this rickety old bridge. Using Salim's blessing.
    Dexterity 6: 2d6 ⇒ (4, 2) = 6
    Balazar reaches just enough to unhook the wooden rope's fastening. The Wooden Bridge collapses. Now they have a reason to make a new sturdier one.

    Wooden Bridge closed.

    Balazar wrote:

    Hand: Diseased Rats 2, Stone Skin, Create Pit, Magic Chain Shirt, Evolution Surge, Bound Lantern Archon,

    Displayed: Padrig,
    Deck: 10 Discard: 4 Buried: 0
    Notes: I can add 1d4+2 to your combat check
    Sideboard cards:

    Skills and Powers:

    Strength d4
    Dexterity d6
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d6
    Charisma d12 +1
    Arcane: Charisma +2
    Hand Size 6
    Proficient with: Light Armours
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
    "Player Reward 1: Concordance Faction Reward
    [ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
    [ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


    Salim needs to encounter a summoned Bandit.
    Note that there is still 1 card at the Wooden Bridge. As such, the Wooden Bridge is still *open*, and Salim did *not* use a blessing on Balazar's turn for the closing check.

    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 12, Ezren/Hawkmoon

    Random Cards:

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

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

    Spoiler:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.~If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

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

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

    Barriers
    Spoiler:
    Falling Bell
    Barrier 2
    Traits:
    Elite
    Obstacle
    To Defeat:
    Dexterity~Acrobatics 10
    Each character at this location encounters this barrier.~If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

    Spoiler:
    Ambush
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~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 check. Banish this card and shuffle the remaining cards into the location deck.

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

    Spoiler:
    Ambush
    Barrier B
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~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 check. Banish this card and shuffle the remaining cards into the location deck.

    Spoiler:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

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

    Spoiler:
    Dogslicer
    Weapon 1
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 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.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Spoiler:
    Greataxe
    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.

    Spoiler:
    Starknife
    Weapon B
    Traits:
    Elite
    Finesse
    Knife
    Melee
    Piercing To Acquire:
    Dexterity~Ranged 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Spoiler:
    Light Crossbow
    Weapon B
    Traits:
    Basic
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

    Spells
    Spoiler:
    Scorching Ray
    Spell 1
    Traits:
    Arcane
    Attack
    Fire
    Magic To Acquire:
    Intelligence~Arcane 6
    For your combat check, discard this card to roll your Arcane die + 2d6 with the Fire trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    Spell B
    Traits:
    Basic
    Divine
    Healing
    Magic To Acquire:
    Wisdom~Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Mirror Image
    Spell B
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 6
    If you are dealt damage by a monster during your turn, you may discard this card to roll 1d4, and on a result other than 1, reduce the damage to 0. Roll agin for each additional source of damgae for the rest of the turn.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Guidance
    Spell B
    Traits:
    Basic
    Divine
    Magic To Acquire:
    Wisdom~Divine 2
    Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Arrow Catching Studded Leather
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 1.~Recharge this card to reduce Ranged Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Leather Armor
    Armor B
    Traits:
    Basic
    Light Armor To Acquire:
    Constitution~Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Items
    Spoiler:
    Crowbar
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.~Succeed at a Strength 3 check to recharge this card instead of discarding it.

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

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

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

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

    Allies
    Spoiler:
    Sage
    Ally B
    Traits:
    Basic
    Human
    Sage To Acquire:
    Wisdom 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.~Discard this card to explore your location.

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

    Spoiler:
    Guide
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Survival 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

    Spoiler:
    Standard Bearer
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

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

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

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 19

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of Irori
    Blessing B
    Traits:
    Divine
    Irori To Acquire:
    Intelligence 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 2
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 4
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 5
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 6
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma 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 when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence~Arcane~Divine 5
    Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 10
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 12
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 13
    Blessing of Gorum
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 15
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 16
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 17
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 18
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 19
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity~Disable 6
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

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

    Junk Beach Card 3 (Explosive Runes):
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence~Arcane 8
    OR Dexterity~Acrobatics 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

    Junk Beach Card 4 (Giant Gecko):
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Hawkmoon,

    Shadow Clock Card 1 (Heavy Pick +1):
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

    Shadow Clock Card 2 (Collapsed Ceiling):
    Collapsed Ceiling
    Barrier B
    Traits:
    Elite
    Obstacle
    Veteran
    To Defeat:
    Dexterity~Acrobatics~Constitution~Fortitude 8
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.~If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

    Shadow Clock Card 3 (Goblin Warrior):
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Shadow Clock Card 4 (Thieve's Tools):
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Shadow Clock Card 5 (Goblin Dog):
    Goblin Dog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

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

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 3 Al: 5 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon Card 1:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    The Rusty Dragon Card 2:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 3:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 4:
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    The Rusty Dragon Card 5:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 6:
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    The Rusty Dragon Card 7:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

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

    The Rusty Dragon Card 9:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    The Rusty Dragon Card 10:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

    The Rusty Dragon Card 11:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    The Rusty Dragon Card 12:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    The Rusty Dragon Card 13:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma~Diplomacy 7
    Discard this card to give a card to another character at any location.~Discard this card to explore your location.

    The Rusty Dragon Card 14:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 2 Ar: 2 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here:

    Warrens 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.

    Warrens Card 2:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Warrens Card 3:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Warrens Card 4:
    Pit of Malfeshnekor
    Barrier 1
    Traits:
    Cache
    To Defeat:
    None.
    Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.~After the encounter, banish the Pit of Malfeshnekor.

    Warrens Card 5:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

    Warrens Card 7:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 8:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Warrens Card 9:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 10:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

    Warrens Card 11:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Warrens Card 12:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Warrens Card 13:
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Wooden Bridge
    At This Location: You may discard 2 cards to evade an encounter.
    When Closing: Succeed at a Dexterity or Stealth 6 check.
    When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Salim/NathanDavis,

    Wooden Bridge Card 1 (Guard):
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.


    Ezren's Hand || Ezren's Deck

    The bell chimes again.

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Augury, Fiery Glare, Mirror Image, Arcane Robes, Thieves' Tools, Alaeron
    Deck: 10 Discard: 3 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:

    Free exploration: Heavy Pick +1

    Ezren turns and sees a weapon on the floor, but before he can grab it a bandit jumps out.
    Send Heavy Pick +1 to Rusty Dragon
    BYA: Recharge Augury
    Combat 8: 1d12 + 4 + 2d4 ⇒ (7) + 4 + (1, 1) = 13
    Next card is: Rodrick
    Arcane 10 recharge: 1d12 + 4 + 1 ⇒ (1) + 4 + 1 = 6
    Discarded
    Defeated

    Alaeron to explore again.
    Collapsed Ceiling
    The ceiling starts to fall in.
    Theives' Tools to auto defeat.

    End my turn.

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Sihedron Medallion, Lightning Bolt, Mirror Image, Arcane Robes, Rodrick, Snick
    Deck: 7 Discard: 6 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:

    Summary: Move card 1 to Rusty Dragon, Banish card 2.


    Deck Handler // Searching for: Armor 6

    After the Dandy Brute and Salim opened the way, Balazar let all hells break loose.

    Salim calmly bats away a Bandit.

    From Balazar's Turn: BYA Recharge Quick-Change Mask, Reveal The Melted Blade

    Combat 8: 1d8 + 4 + 1d8 + 2 ⇒ (6) + 4 + (6) + 2 = 18

    At last he comes upon a lone Guard upon the bridge. Well less lonesome than Salim would like both he and Balazar fight Bandits.

    BYA Recharge Deathbane Light Crossbow +1, Reveal The Melted Blade

    Combat 8: 1d8 + 4 + 1d8 + 2 ⇒ (6) + 4 + (1) + 2 = 13

    The Guard finds his way to The Rusty Dragon.

    discard Blessing of Erastil for closing

    Close Wooden Bridge: 2d8 + 2 ⇒ (4, 6) + 2 = 12

    Salim and Balazar look expectantly for someone else to jump out of the shadows, but everything is finally still.

    Salim wrote:

    Hand: Blessing of the Gods 2, The Melted Blade, Dogslicer +1, Shackles of Compliance, Patrician's Armor,

    Displayed:
    Deck: 10 Discard: 0 Buried: 1
    Notes: Blessing Available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
    Favored Card: Weapon
    Hand Size 5 [ ] 6
    Proficient with: Weapons Light Armors
    Powers:
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
    [X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


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

    Balazar wakes up from his sleep, realising that his talk with the Guard was only a dream. No matter, it seems that Salim had taken care of that.

    Balazar feels something against his back. It's a Bandit, an annoyed one at that. The closure of the Wooden Bridge means that he lost his "customers". Recharging Stone Skin, revealing Faceless Stalker.
    Combat 9: 2d10 + 2 ⇒ (5, 10) + 2 = 17
    The Bandit is defeated, and walks away sullenly.

    Balazar returns to the Junk Beach, hoping to find clues. He finds a
    Cloak of Elvenkind, sending it to the Warrens. Oi! That was mine! a Bandit exclaims. Recharging and revealing Diseased Rats.
    Combat 8: 2d10 + 2 ⇒ (4, 5) + 2 = 11
    Padrig pecks at the Bandit, who sneers at the party and leaves.

    End turn.

    Balazar wrote:

    Hand: Diseased Rats 2, Evolution Surge, Create Pit, Magic Chain Shirt, Faceless Stalker 2, Summon Minor Monster,

    Displayed: Padrig,
    Deck: 9 Discard: 3 Buried: 0
    Notes: I can add 1d4+2 to your combat check
    Sideboard cards:

    Skills and Powers:

    Strength d4
    Dexterity d6
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d6
    Charisma d12 +1
    Arcane: Charisma +2
    Hand Size 6
    Proficient with: Light Armours
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
    "Player Reward 1: Concordance Faction Reward
    [ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
    [ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 15, Ezren/Hawkmoon

    Random Cards:

    Monsters
    Spoiler:
    Faceless Stalker
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.~If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

    Spoiler:
    Goblin Snake
    Monster 1
    Traits:
    Aberration
    Basic
    To Defeat:
    Combat 8
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

    Spoiler:
    Zombie
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

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

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

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

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

    Spoiler:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Spoiler:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Spoiler:
    Trapped Locker
    Barrier B
    Traits:
    Basic
    Cache
    Lock
    Poison
    Trap
    To Defeat:
    Dexterity~Disable 9
    OR Strength~Melee 11
    If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Weapons
    Spoiler:
    Greataxe
    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.

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

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

    Spoiler:
    Dagger
    Weapon B
    Traits:
    Basic
    Knife
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged die + 1d4; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Spoiler:
    Dogslicer
    Weapon 1
    Traits:
    Basic
    Finesse
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 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.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Spells
    Spoiler:
    Glibness
    Spell B
    Traits:
    Arcane
    Divine
    Elite
    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 Charisma die. Discard this card at the end of the turn.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Sleep
    Spell B
    Traits:
    Arcane
    Attack
    Basic
    Magic
    Mental To Acquire:
    Intelligence~Arcane 4
    Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Strength
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic To Acquire:
    Intelligence~Arcane~Wisdom~Divine 6
    Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

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

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

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

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

    Spoiler:
    Caltrops
    Item B
    Traits:
    Basic
    Object To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

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

    Spoiler:
    Crowbar
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Strength 3
    Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.~Succeed at a Strength 3 check to recharge this card instead of discarding it.

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

    Allies
    Spoiler:
    Standard Bearer
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

    Spoiler:
    Sage
    Ally B
    Traits:
    Basic
    Human
    Sage To Acquire:
    Wisdom 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.~Discard this card to explore your location.

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

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

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

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

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

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

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 16

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 2
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 3
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma 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 when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 5
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence~Arcane~Divine 5
    Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 7
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 9
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 10
    Blessing of Gorum
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 11
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 12
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 13
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 14
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 15
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 16
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity~Disable 6
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Balazar

    Junk Beach Card 1 (Locked Stone Door):
    Locked Stone Door
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Junk Beach Card 2 (Explosive Runes):
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence~Arcane 8
    OR Dexterity~Acrobatics 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

    Junk Beach Card 3 (Giant Gecko):
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Hawkmoon,

    Shadow Clock Card 1 (Goblin Warrior):
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Shadow Clock Card 2 (Thieve's Tools):
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Shadow Clock Card 3 (Goblin Dog):
    Goblin Dog
    Monster 1
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 9
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Shadow Clock Card 4 (Deathbane Shield):
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 3 Sp: 1 Ar: 0 I: 3 Al: 6 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon Card 1:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    The Rusty Dragon Card 2:
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    The Rusty Dragon Card 3:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    The Rusty Dragon Card 4:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    The Rusty Dragon Card 5:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    The Rusty Dragon Card 6:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 7:
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    The Rusty Dragon Card 8:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    The Rusty Dragon Card 9:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 10:
    Boots of Elvenkind
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Acrobatics 5
    Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.

    The Rusty Dragon Card 11:
    Wand of Force Missile
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand To Acquire:
    Intelligence~Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

    The Rusty Dragon Card 12:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 13:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 14:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    The Rusty Dragon Card 15:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma~Diplomacy 7
    Discard this card to give a card to another character at any location.~Discard this card to explore your location.

    The Rusty Dragon Card 16:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.
    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 2 Ar: 2 I: 2 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here:

    Warrens Card 1:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

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

    Warrens Card 3:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 4:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Warrens Card 5:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Warrens Card 6:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Warrens Card 7:
    Cloak of Elvenkind
    Item 2
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Stealth 5
    Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

    Warrens Card 8:
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Warrens Card 9:
    Elven Chain Shirt
    Armor 1
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 6
    Reveal this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

    Warrens Card 10:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Warrens Card 11:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 12:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Warrens Card 13:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Warrens Card 14:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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


    Ezren's Hand || Ezren's Deck

    All the chiming is starting to give Ezren a headache. He asks Rodrick to go find Alaeron.
    Reveal Rodrick to recharge Alaeron, then Shadow Clock's power

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Acid Jet, Force Missile, Good Omen, Invisibility, Life Drain, Scorching Ray
    Deck: 8 Discard: 5 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:

    Ezren explores and finds a Goblin Warrior

    Free exploration: Goblin Warrior
    Life Drain
    Combat 9: 1d12 + 4 + 2d4 ⇒ (10) + 4 + (2, 3) = 19
    Heal: Invisibility
    Next card is: Rodrick
    Arcane 9 recharge: 1d12 + 4 + 1 ⇒ (9) + 4 + 1 = 14
    Recharged
    Defeated

    Ezren dispatches the gob.

    Ending my turn.

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Acid Jet, Force Missile, Good Omen, Invisibility, Scorching Ray, Rodrick
    Deck: 9 Discard: 4 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:


    Deck Handler // Searching for: Armor 6

    another flavor lite post from my phone in an airport

    Salim joins Ezren at the Shadow Clock.

    He finds some Thieves Tools being used by another Bandit.

    Thieves Tools go to Rusty Dragon. Ezren fights a Bandit. BYA recharge Dogslicer +1 and reveal Melted Blade

    Combat 8: 2d8 + 6 ⇒ (1, 3) + 6 = 10

    discard Shackles of Compliance to examine and encounter Goblin Dog; revealing Melted Blade

    Combat 9: 2d8 + 6 ⇒ (8, 4) + 6 = 18

    Destroyed!

    recharge Shackles Diplomacy 6, revealed Patricians Armor: 1d8 + 3 ⇒ (6) + 3 = 9

    Salim wrote:

    Hand: Blessing of the Gods 2, The Melted Blade, Dandy Brute, Troubadour, Patrician's Armor,

    Displayed:
    Deck: 10 Discard: 0 Buried: 1
    Notes: Blessing Available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
    Favored Card: Weapon
    Hand Size 5 [ ] 6
    Proficient with: Weapons Light Armors
    Powers:
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
    [X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


    Ezren must encounter a summoned Bandit from Salim's turn

    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 17, Balazar/khazkhaz

    Random Cards:

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

    Spoiler:
    Goblin Cutpurse
    Monster 1
    Traits:
    Basic
    Goblin
    Rogue
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

    Spoiler:
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Spoiler:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

    Barriers
    Spoiler:
    Slashing Blade
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity~Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

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

    Spoiler:
    Trapped Passageway
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

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

    Spoiler:
    Treasure Map
    Barrier B
    Traits:
    Basic
    Cache
    To Defeat:
    Intelligence~Knowledge~Wisdom~Survival 6
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

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

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

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

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

    Spoiler:
    Shortbow
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 3
    For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

    Spells
    Spoiler:
    Enfeeble
    Spell 1
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence~Arcane 6
    Discard this card to evade a monster; return it to the top of the deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Strength
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic To Acquire:
    Intelligence~Arcane~Wisdom~Divine 6
    Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Detect Magic
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic To Acquire:
    Intelligence~Arcane~Wisdom~Divine 2
    Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Leather Armor
    Armor B
    Traits:
    Basic
    Light Armor To Acquire:
    Constitution~Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

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

    Spoiler:
    Magic Shield
    Armor B
    Traits:
    Elite
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    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 played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Wooden Shield
    Armor B
    Traits:
    Basic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

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

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

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

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

    Spoiler:
    Caltrops
    Item B
    Traits:
    Basic
    Object To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

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

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

    Spoiler:
    Sage
    Ally B
    Traits:
    Basic
    Human
    Sage To Acquire:
    Wisdom 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.~Discard this card to explore your location.

    Spoiler:
    Ilsoari Gandethus
    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.

    Spoiler:
    Troubadour
    Ally B
    Traits:
    Basic
    Halfling To Acquire:
    Dexterity~Acrobatics. 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.~Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

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

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 14

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma 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 when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 3
    Blessing of Torag
    Blessing B
    Traits:
    Divine
    Torag To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4
    Blessing of Lamashtu
    Blessing 1
    Traits:
    Divine
    Lamashtu To Acquire:
    Intelligence~Arcane~Divine 5
    Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
    Spoiler:
    Blessings Deck Card 5
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 7
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8
    Blessing of Gorum
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 10
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 11
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 12
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 13
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 14
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity~Disable 6
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Junk Beach
    At This Location: When you acquire an item, you may banish it to draw a random item from the box.
    When Closing: Summon and defeat a Poison Trap henchman.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz,

    Junk Beach Card 1 (Locked Stone Door):
    Locked Stone Door
    Barrier 2
    Traits:
    Lock
    Veteran
    To Defeat:
    Dexterity~Disable 11
    OR Combat 22
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Junk Beach Card 2 (Explosive Runes):
    Explosive Runes
    Barrier B
    Traits:
    Arcane
    Magic
    Trap
    Veteran
    To Defeat:
    Intelligence~Arcane 8
    OR Dexterity~Acrobatics 10
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

    Junk Beach Card 3 (Giant Gecko):
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8
    If undefeated, shuffle the Gecko into a random open location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Hawkmoon, Salim/NathanDavis,

    Shadow Clock Card 1 (Deathbane Shield):
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 3 Sp: 1 Ar: 0 I: 4 Al: 6 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon Card 1:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 2:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

    The Rusty Dragon Card 3:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    The Rusty Dragon Card 4:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

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

    The Rusty Dragon Card 6:
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    The Rusty Dragon Card 7:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 8:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 9:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

    The Rusty Dragon Card 11:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma~Diplomacy 7
    Discard this card to give a card to another character at any location.~Discard this card to explore your location.

    The Rusty Dragon Card 12:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 13:
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    The Rusty Dragon Card 14:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    The Rusty Dragon Card 15:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    The Rusty Dragon Card 16:
    Wand of Force Missile
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand To Acquire:
    Intelligence~Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

    The Rusty Dragon Card 17:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 2 Ar: 2 I: 2 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here:

    Warrens Card 1:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

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

    Warrens Card 3:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 4:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Warrens Card 5:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Warrens Card 6:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Warrens Card 7:
    Cloak of Elvenkind
    Item 2
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Stealth 5
    Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

    Warrens Card 8:
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Warrens Card 9:
    Elven Chain Shirt
    Armor 1
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 6
    Reveal this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

    Warrens Card 10:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Warrens Card 11:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 12:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Warrens Card 13:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Warrens Card 14:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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


    Ezren's Hand || Ezren's Deck

    When Ezren sees a couple of Bandits running after Salim, he simply casts Invisibility to disappear.
    Play Invisibility to evade.
    Next card is: Snick
    Arcane 8 recharge: 1d12 + 4 + 1 ⇒ (3) + 4 + 1 = 8
    Recharged.


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

    Balazar groans as he sees another Bandit coming towards him. He casts a Create Pit spell.
    Recharge 8: 1d12 + 4 ⇒ (6) + 4 = 10

    Balazar sees a Locked Stone Door. Auto-fail. Location gets shuffled.

    Recharging Evolution Surge and Summon Minor Monster to summon Goblin Warchanter and Goblin Cutpurse then resetting my hand.

    Balazar wrote:

    Hand: Diseased Rats 2, Augury, Ruby of Charisma, Magic Chain Shirt, Faceless Stalker 2, Eloquence,

    Displayed: Padrig,
    Deck: 12 Discard: 5 Buried: 0
    Notes: I can add 1d4+2 to your combat check
    Sideboard cards:

    Skills and Powers:

    Strength d4
    Dexterity d6
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d6
    Charisma d12 +1
    Arcane: Charisma +2
    Hand Size 6
    Proficient with: Light Armours
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
    "Player Reward 1: Concordance Faction Reward
    [ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
    [ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


    Ezren's Hand || Ezren's Deck

    The hour is Pharasma.

    Ezren asks Rodrick to retrieve Hrym.

    Then the clock chimes.

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Sihedron Medallion, Invisibility, Lightning Bolt, Mirror Image, Arcane Robes, Snick
    Deck: 10 Discard: 3 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:

    He then heads off to the Junk Beach.

    Free exploration
    Random card: 1d3 ⇒ 1

    He finds a Locked Stone Door.
    Lightning Bolt
    Combat 24: 1d12 + 4 + 3d6 ⇒ (10) + 4 + (2, 5, 6) = 27
    Next card is: Augury. Draw it.
    Arcane 10 recharge: 1d12 + 4 + 1 ⇒ (3) + 4 + 1 = 8
    Discarded
    And with a bolt of lightning he blasts it open. On the other side he sees...

    Random card: 1d2 + 1 ⇒ (2) + 1 = 3
    A Giant Gecko.

    Not liking the looks of that he plays Augury.
    Augury: Monsters
    Put Giant Gecko on the bottom
    Next card is: Alaeron
    Arcane 8 recharge: 1d12 + 4 + 1 ⇒ (9) + 4 + 1 = 14

    Discard Snick to explore: Explosive Runes
    Going to use Salim's blessing here since he'll get to recharge one when he kills the Gecko.

    Arcane 10: 1d12 + 4 + 1d12 ⇒ (1) + 4 + (5) = 10
    Ezren just manages to undo the enchantment before it explodes on him and Balazar.

    He stops to wait for Salim.

    Ending my turn.

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Sihedron Medallion, Invisibility, Life Drain, Mirror Image, Arcane Robes, Alaeron
    Deck: 8 Discard: 5 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:

    Summary: Move to Junk Beach. Banish cards 1 and 2. Only Giant Gecko left. Used Salim's blessing.


    Deck Handler // Searching for: Armor 6

    Salim follow's Ezren's lead and heads back to Junk Beach. Ezren and Salim point to the Giant Gecko running loose. Salim takes a moment and infuses Ezren with the power of Pharasma.

    Ezren Cure: 1d4 + 1 ⇒ (2) + 1 = 3

    Ezren shuffles in 3 cards from discard. Autofail recharge

    Salim takes the revealed Captain's Cutlass and rushes the Giant Gecko.

    Combat 8: 1d8 + 4 + 1d6 + 1 ⇒ (4) + 4 + (5) + 1 = 14

    Monster Defeat: Shuffle in Cure

    Salim chases the creature back into the sea and surveys his surroundings. Only a few Poison Traps remain to close.

    Recharge Captain's Cutlass

    Dexterity 5: 1d8 + 2 + 1d6 + 1d4 ⇒ (2) + 2 + (1) + (1) = 6

    Salim slices the trap in two with his Captain's Cutlass.

    Items: 1d6 ⇒ 3

    There are a few scattered leavings. Salim picks up a Tome of Knowledge but leaves 2 more items.

    Salim wrote:

    Hand: Court Knight, Deathbane Light Crossbow +1, Tome of Knowledge, Sharper, Patrician's Armor,

    Displayed:
    Deck: 10 Discard: 1 Buried: 1
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Factions Favor: Grand Lodge [ ] You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
    Favored Card: Weapon
    Hand Size 5 [ ] 6
    Proficient with: Weapons Light Armors
    Powers:
    When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ] If it is a weapon, you may put it on top of your deck instead)
    [X] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 20, Balazar/khazkhaz

    Random Cards:

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

    Spoiler:
    Carrionstorm
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.~If undefeated, return the Carrionstorm to the top of this location deck.

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

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

    Spoiler:
    Cultist
    Monster B
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9
    If undefeated, shuffle the top card of the blessings deck into this location deck.

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

    Spoiler:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Spoiler:
    Trapped Passageway
    Barrier B
    Traits:
    Basic
    Trap
    To Defeat:
    Wisdom~Perception~Dexterity~Acrobatics 9
    If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

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

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

    Weapons
    Spoiler:
    Shortbow
    Weapon B
    Traits:
    2-Handed
    Basic
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 3
    For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

    Spoiler:
    Dagger
    Weapon B
    Traits:
    Basic
    Knife
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged die + 1d4; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Spoiler:
    Spiked Chain
    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.

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

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

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

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

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

    Spoiler:
    Mending
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic To Acquire:
    Intelligence~Arcane~Wisdom~Divine 2
    Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

    Spoiler:
    Holy Light
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic To Acquire:
    Wisdom~Divine 8
    For your combat check, discard this card to roll your Divine die + 2d6 with the Magic trait. If the check is against a bane with the Undead trait, instead roll your Divine die + 2d12 with the Magic trait.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Leather Armor
    Armor B
    Traits:
    Basic
    Light Armor To Acquire:
    Constitution~Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

    Spoiler:
    Wooden Shield
    Armor B
    Traits:
    Basic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 4
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

    Spoiler:
    Magic Shield
    Armor B
    Traits:
    Elite
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    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 played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

    Spoiler:
    Blast Stone
    Item B
    Traits:
    Alchemical
    Basic
    Object To Acquire:
    Intelligence~Craft 4
    Banish this card to add 1d4 to a combat check at your location.

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

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

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

    Spoiler:
    Standard Bearer
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

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

    Spoiler:
    Guide
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Survival 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

    Spoiler:
    Guide
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Survival 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

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

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

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

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

    Spoiler:
    Blessing of 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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 11

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck 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.
    Spoiler:
    Blessings Deck Card 2
    Blessing of Calistria
    Blessing B
    Traits:
    Divine
    Calistria To Acquire:
    Dexterity 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 4
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 5
    Blessing of Gorum
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 7
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 9
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 10
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 11
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity~Disable 6
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Junk Beach
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon, Salim/NathanDavis,

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

    Junk Beach Card 2:
    Staff of Minor Healing
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom~Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Shadow Clock Card 1 (Deathbane Shield):
    Deathbane Shield
    Armor 2
    Traits:
    Magic
    Offhand
    Shield To Acquire:
    Constitution~Fortitude 6
    If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to add the Magic trait to your combat check.~Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 3 Sp: 1 Ar: 0 I: 4 Al: 6 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon Card 1:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 2:
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 6, count it as a 7.

    The Rusty Dragon Card 3:
    Skeleton Horde
    Barrier B
    Traits:
    Elite
    Skirmish
    Undead
    To Defeat:
    None
    Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

    The Rusty Dragon Card 4:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

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

    The Rusty Dragon Card 6:
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

    The Rusty Dragon Card 7:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 8:
    Guard
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Constitution~Fortitude 4
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

    The Rusty Dragon Card 9:
    Longsword
    Weapon B
    Traits:
    Basic
    Melee
    Slashing
    Sword To Acquire:
    Strength~Melee 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

    The Rusty Dragon Card 11:
    Merchant
    Ally 2
    Traits:
    Hireling
    Human To Acquire:
    Charisma~Diplomacy 7
    Discard this card to give a card to another character at any location.~Discard this card to explore your location.

    The Rusty Dragon Card 12:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Perception 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

    The Rusty Dragon Card 13:
    Burglar
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Dexterity~Stealth 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

    The Rusty Dragon Card 14:
    Token of Remembrance
    Item B
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence~Arcane~Wisdom~Divine 5
    Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

    The Rusty Dragon Card 15:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 10 check to recharge this card instead of discarding it.

    The Rusty Dragon Card 16:
    Wand of Force Missile
    Item 1
    Traits:
    Arcane
    Attack
    Elite
    Magic
    Wand To Acquire:
    Intelligence~Arcane 7
    For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

    The Rusty Dragon Card 17:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 2 Ar: 2 I: 2 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here:

    Warrens Card 1:
    Lightning Bolt
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence~Arcane 8
    For your combat check, discard this card to roll your Arcane die + 3d6 with the Electricity trait.~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.

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

    Warrens Card 3:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 4:
    Bugbear
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Warrens Card 5:
    Bracers of Protection
    Item B
    Traits:
    Accessory
    Basic
    Magic To Acquire:
    Intelligence~Arcane 3
    Recharge this card to reduce Combat damage dealt to you by 1.

    Warrens Card 6:
    Arcane Armor
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 4
    Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Warrens Card 7:
    Cloak of Elvenkind
    Item 2
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Stealth 5
    Reveal this card to add 1d6 to your Stealth check.~Recharge this card to succeed at your Stealth check.

    Warrens Card 8:
    Magic Chain Mail
    Armor B
    Traits:
    Elite
    Heavy Armor
    Magic To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Warrens Card 9:
    Elven Chain Shirt
    Armor 1
    Traits:
    Elite
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 6
    Reveal this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

    Warrens Card 10:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Warrens Card 11:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 12:
    Dart
    Weapon B
    Traits:
    Basic
    Dart
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Warrens Card 13:
    Dogslicer +1
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Sword To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

    Warrens Card 14:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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


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

    Balazar heads to the Rusty Dragon. He sees the Night Watch from before. The Night Watch recognises Balazar and leaves for the Warrens, embarassed to be caught.

    As Balazar watches the Night Watch flee, a Bandit tries to mug him. Recharging Eloquence, revealing Diseased Rats.
    Combat 8: 2d10 + 2 ⇒ (7, 1) + 2 = 10
    The Bandit limps away from Padrig pecking at his leg.

    Examining location deck.: 1d6 ⇒ 2
    The Creepers
    Location remains open.

    Balazar wrote:

    Hand: Diseased Rats 2, Augury, Ruby of Charisma, Magic Chain Shirt, Faceless Stalker 2, Staff of Minor Healing,

    Displayed: Padrig,
    Deck: 9 Discard: 5 Buried: 0
    Notes: I can add 1d4+2 to your combat check
    Sideboard cards:

    Skills and Powers:

    Strength d4
    Dexterity d6
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d6
    Charisma d12 +1
    Arcane: Charisma +2
    Hand Size 6
    Proficient with: Light Armours
    After you play a spell that has the Attack trait, bury it.
    You may recharge a spell to draw a random monster from the box.
    When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a combat check by a character at your location, or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number.
    "Player Reward 1: Concordance Faction Reward
    [ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
    [ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more."


    Ezren's Hand || Ezren's Deck

    Ezren heads back to the Shadow Clock to finish things.

    He sees a bandit flees with some armor, but simply turns invisible and grabs it from him.

    Free exploration: Deathbane Shield
    Send the armor to the Warrens.
    Play Invisibility to evade the summoned bandit.
    Next card is Snick.
    Arcane 8 recharge: 1d12 + 4 + 1 ⇒ (2) + 4 + 1 = 7
    Discarded

    Noticing the Shadow Clock is empty, Ezren leaves Alaeron behind to keep it secure.
    Banish Alaeron to close Shadow Clock

    End my turn.

    Ezren wrote:

    Skills and Powers:
    Skills

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

    Powers
    HAND SIZE 6
    After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.
    If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
    ☑Add 1 ( ☐2) to your check to recharge a card.

    Hand: Sihedron Medallion, Life Drain, Mirror Image, Arcane Robes, Rodrick, Snick
    Deck: 9 Discard: 3 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 22, Salim

    Random Cards:

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

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

    Spoiler:
    Spectre
    Monster B
    Traits:
    Elite
    Incorporeal
    Undead
    To Defeat:
    Combat 11
    OR Wisdom~Divine 7
    The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

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

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

    Barriers
    Spoiler:
    Slashing Blade
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity~Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.

    Spoiler:
    Monster in the Closet
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    Wisdom~Perception 9
    If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

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

    Spoiler:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Spoiler:
    Skinsaw Ritual
    Barrier 2
    Traits:
    Cultist
    Elite
    Skirmish
    To Defeat:
    None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Weapons
    Spoiler:
    Greataxe
    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.

    Spoiler:
    Light Crossbow
    Weapon B
    Traits:
    Basic
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 4
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

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

    Spoiler:
    Spiked Chain
    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.

    Spoiler:
    Mace
    Weapon B
    Traits:
    Basic
    Bludgeoning
    Mace
    Melee To Acquire:
    Strength~Melee 4
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

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

    Spoiler:
    Glibness
    Spell B
    Traits:
    Arcane
    Divine
    Elite
    Magic To Acquire:
    Intelligence~Arcane~Wisdom~Divine 6
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Charisma die. Discard this card at the end of the turn.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Levitate
    Spell B
    Traits:
    Arcane
    Basic
    Magic To Acquire:
    Intelligence~Arcane 6
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

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

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

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

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

    Spoiler:
    Chain Mail
    Armor B
    Traits:
    Basic
    Heavy Armor To Acquire:
    Constitution~Fortitude 3
    Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Spoiler:
    Leather Armor
    Armor B
    Traits:
    Basic
    Light Armor To Acquire:
    Constitution~Fortitude 2
    Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

    Items
    Spoiler:
    Caltrops
    Item B
    Traits:
    Basic
    Object To Acquire:
    Dexterity 4
    Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

    Spoiler:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Holy Water
    Item B
    Traits:
    Basic
    Divine
    Liquid
    Magic To Acquire:
    Wisdom~Divine 8
    Discard this card to evade a bane with the Undead trait.~Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.~Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Thieve's Tools
    Item B
    Traits:
    Basic
    Tool To Acquire:
    Dexterity~Disable 4
    Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

    Allies
    Spoiler:
    Ven Vinder
    Ally 1
    Traits:
    Human
    Shopkeeper To Acquire:
    Charisma~Diplomacy 6
    OR Dexterity~Stealth 8
    Banish this card to add a random item from the box to your hand.

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

    Spoiler:
    Shalelu Andosana
    Ally B
    Traits:
    Elf
    Scout To Acquire:
    Wisdom~Perception 6
    OR Charisma~Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.~Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

    Spoiler:
    Guide
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom~Survival 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

    Spoiler:
    Ilsoari Gandethus
    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.

    Blessings
    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Spoiler:
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 9

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 2
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 3
    Blessing of Gorum
    Blessing B
    Traits:
    Divine
    Gorum To Acquire:
    Strength 4
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 4
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 5
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 7
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 8
    Blessing of the Gods
    Blessing B
    Traits:
    Basic
    Divine To Acquire:
    None
    If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
    Spoiler:
    Blessings Deck Card 9
    Blessing of Abadar
    Blessing 2
    Traits:
    Abadar
    Divine To Acquire:
    Dexterity~Disable 6
    OR Divine 5
    Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to defeat a barrier.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Junk Beach
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim

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

    Junk Beach Card 2:
    Staff of Minor Healing
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom~Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

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

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 1 W: 3 Sp: 1 Ar: 0 I: 4 Al: 5 Bl: 0 ?: 0
    Located/Displayed Here: Balazar

    The Rusty Dragon Card 1 (Heavy Pick +1):
    Heavy Pick +1
    Weapon 2
    Traits:
    Magic
    Melee
    Pick
    Piercing To Acquire:
    Strength~Melee 11
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add anothe