[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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Yoon Deck Handler

Yoon will start at the Deeper Dungeons.

Yoon wrote:

Hand: Aegis of Recovery, Blessing of Chaldira Zuzaristan, Nexian Channeler, Blood Kineticist, Dragon's Breath, Goblin Fire Drum

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Die Bumps used: 5/5; Tshirt reroll not used. Game pad not used.
Sideboard cards:

Skills and Powers:
SKILLS

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


During This Adventure: Adventure Deck Number: 6
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
Additional Rules:

Villains:
Sharpening Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Vicious Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Killing Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location.

Henchmen:
Warden of Runes
Spoiler:
Henchman 6
Type: Monster
Traits: Giant
To Defeat: Combat 23
The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location.

To win the scenario, defeat any villain while all three villains are in the same location deck.
Turn: 1, Ezren/Hawkmoon

Random Cards:

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

Spoiler:
Skulking Vampire
Monster 6
Traits:
Rogue
Undead
Vampire
To Defeat:
Combat 22 The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.

Spoiler:
Elder Water Elemental
Monster 5
Traits:
Elemental
To Defeat:
Combat 18 The elemental is immune to the Mental and Poison traits.
If undefeated, you move to a random other location.

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

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

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:
Avalanche
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 16 When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated.

Spoiler:
Corroded Lock
Barrier 6
Traits:
Lock
To Defeat:
Dexterity
Disable 15
OR Combat 30 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Spoiler:
Icy Ledge
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Disable 14
OR Wisdom
Survival 16 If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.

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

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

Spoiler:
Frost Longbow +1
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

Spoiler:
Greatclub +3
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

Spoiler:
Invoke
Spell 6
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 12 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
If you do not have the Divine skill, banish this card.

Spoiler:
Lightning Bolt
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

Spoiler:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Bolstering Armor
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Adamantine Plate Armor
Armor 6
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 14 Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Entropy Shield
Armor 6
Traits:
Arcane
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Bury this card to defeat a barrier with the Lock trait.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Staff of Heaven and Earth
Item 4
Traits:
Magic
Staff To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.

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

Spoiler:
Monkey
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 9 Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.

Spoiler:
Velociraptor
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 14 Discard this card to explore your location; add 2d6 to your combat checks during this exploration.

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:
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.

Blessings
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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

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

Top of Blessing Discard Pile:

Blessing of 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: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 11 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
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 23 /
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 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Location #1: Death Zone
At This Location: On checks, treat all die rolls of 1 or 2 as 0.
When Closing: Succeed at a Wisdom or Survival 10 check.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Death Zone 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.

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

Death Zone Card 3:
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.

Death Zone Card 4:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Death Zone Card 5:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Death Zone Card 6:
Killing Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.

Death Zone Card 7:
Clay Golem
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 21 You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.

Death Zone Card 8:
Circles of Binding
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13 If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.

Death Zone Card 9:
Troll
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

Death Zone Card 10:
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.

Location #2: Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Mountain Peak Card 1:
Warden of Wind
Monster 6
Traits:
Giant
To Defeat:
Combat 22 Damage dealt by the Warden of Wind is dealt to each character at this location.

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

Mountain Peak Card 3:
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.

Mountain Peak 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.

Mountain Peak Card 5:
Cave Bear
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.

Mountain Peak Card 6:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Mountain Peak Card 7:
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.

Mountain Peak Card 8:
Warden of Runes
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23 The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.

Mountain Peak Card 9:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck.

Mountain Peak Card 10:
Door Spike
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Salim/NathanDavis, Urgraz/Yewstance,

Ravenous Crypts of Gluttony Card 1:
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 2:
Vicious Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Ravenous Crypts of Gluttony Card 3:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Ravenous Crypts of Gluttony Card 4:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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

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

Ravenous Crypts of Gluttony 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 any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 8:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 9:
Headband of Alluring Charisma
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5 Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.

Ravenous Crypts of Gluttony Card 10:
Scout
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Location #4: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Yoon/dinketry,

Deeper Dungeons Card 1:
Warden of Runes
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23 The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.

Deeper Dungeons Card 2:
Warden of Thunder
Monster 6
Traits:
Giant
To Defeat:
Combat 23 The Warden of Thunder is immune to the Electricity trait.
Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
Damage dealt by the Warden of Thunder is dealt to each character at this location.

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

Deeper Dungeons Card 4:
Bewilder
Spell 6
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 14 Discard this card to evade a monster, placing it on the bottom of the deck. If you are exploring, you may immediately explore again.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding

Deeper Dungeons Card 5:
Harpy
Monster 4
Traits:
Harpy
To Defeat:
Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.

Deeper Dungeons Card 6:
Reduction Field
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

Deeper Dungeons Card 7:
Disjunction Pulse
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15 If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

Deeper Dungeons Card 8:
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.

Deeper Dungeons Card 9:
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.

Deeper Dungeons Card 10:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Location #5: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Treacherous Cave Card 1:
Redcap
Monster 4
Traits:
Fey
To Defeat:
Combat 17
OR Divine 12 If undefeated, shuffle the Redcap into a random open location deck.

Treacherous Cave Card 2:
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.

Treacherous Cave Card 3:
Arrow Catching Studded Leather
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Treacherous Cave Card 4:
Warden of Runes
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23 The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.

Treacherous Cave Card 5:
Shield of Fire Resistance
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Treacherous Cave Card 6:
Flaming Icy Axe +1
Weapon 6
Traits:
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Treacherous Cave Card 7:
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.

Treacherous Cave Card 8:
Sihedron Ring
Item 6
Traits:
Accessory
Magic
Sihedron To Acquire:
Constitution
Fortitude 7
OR Arcane 9 Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

Treacherous Cave Card 9:
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.

Treacherous Cave Card 10:
Hand Chopper
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

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

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

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

Warrens Card 3:
Sharpening Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Warrens Card 4:
Frost Worm
Monster 6
Traits:
Worm
To Defeat:
Combat 21 The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.

Warrens Card 5:
Hand Chopper
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Warrens Card 6:
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.

Warrens Card 7:
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.

Warrens Card 8:
Returning Frost Spear +2
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear To Acquire:
Dexterity
Ranged 12 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Warrens Card 9:
Augury
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Warrens Card 10:
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.


Ezren's Hand || Ezren's Deck

Ezren should have drawn 2 more cards, so my hand is:

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+2
CHARISMA d6+1

Powers
HAND SIZE 7
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand (☐ or recharge it).
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) (☑3) (☐4)to your check to recharge a card.
☑If you play a spell to evade a monster, you may put the monster on the bottom of the deck.
☑Add 2 (☐ 4) to your check to acquire a spell (☑ or ally).
☐At the start of your turn, you may discard a card to draw a card.

Hand: Wand of Enervation, Bewilder, Invisibility, Mistform, Spite Cloud, Volcanic Storm, Isiem, Secret Broker, Vizier
Deck: 12 Discard: 0 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 2/5

I THINK WE STILL HAVE THIS: Ezren examines Urgraz top of his deck, just to let him know what's there.

Ezren moves to the Treacherous Caves.

Free exploration: Redcap
Ezren doesn't like that look of that.
I'll play Mistform to evade and put him on the bottom of the deck.
Arcane 12: 1d12 + 4 + 2 + 3 ⇒ (11) + 4 + 2 + 3 = 20
Mistform is recharged.

Discard Isiem to examine the top 3, arrange them, then explore
Ogre
Arrow Catching Studded Leather
Warden of Runes

I'll just move the Ogre to the bottom.
Exploration: Arrow Catching Studded Leather
Recharge Secret Broker
Constitution 7: 1d4 + 1d12 ⇒ (2) + (8) = 10
Success
Acquired

Magical acquisition exploration: Warden of Runes
BYA Constitution 14: 1d4 ⇒ 1
Failed.
1 Electricity Damage: Arrow Catching Studded Leather
Spite Cloud, Wand of Enervation
Wand of Enervation: 1d4 + 4 ⇒ (2) + 4 = 6
Combat 23-6=17: 1d12 + 4 + 2 + 4d6 ⇒ (11) + 4 + 2 + (5, 6, 1, 1) = 30
Success
Arcane 8: 1d12 + 4 + 2 + 3 ⇒ (1) + 4 + 2 + 3 = 10
Wand of Enervation Recharged
Arcane 14: 1d12 + 4 + 2 + 3 ⇒ (9) + 4 + 2 + 3 = 18
Spite Cloud recharged.
Defeated

Attempting to close location...
Asking for a blessing
Wisdom 7: 1d8 + 2 + 1d8 ⇒ (4) + 2 + (3) = 9
Success
Location closed.

Ending my turn.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+2
CHARISMA d6+1

Powers
HAND SIZE 7
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand (☐ or recharge it).
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) (☑3) (☐4)to your check to recharge a card.
☑If you play a spell to evade a monster, you may put the monster on the bottom of the deck.
☑Add 2 (☐ 4) to your check to acquire a spell (☑ or ally).
☐At the start of your turn, you may discard a card to draw a card.

Hand: Bewilder, Entice, Invisibility, Volcanic Storm, Elyana, Heister, Vizier
Deck: 13 Discard: 2 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 2/5


Ezren, Yoon, or Salim needs to discard a blessing from Ezren's turn.

During This Adventure: Adventure Deck Number: 6
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
Additional Rules:

Villains:
Sharpening Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Vicious Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Killing Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location.

Henchmen:
Warden of Runes
Spoiler:
Henchman 6
Type: Monster
Traits: Giant
To Defeat: Combat 23
The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location.

To win the scenario, defeat any villain while all three villains are in the same location deck.
Turn: 2, Yoon/dinketry

Random Cards:

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

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

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

Spoiler:
Scarlet Walker
Monster 6
Traits:
Outsider
To Defeat:
Combat 20 The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

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

Spoiler:
Corroded Lock
Barrier 6
Traits:
Lock
To Defeat:
Dexterity
Disable 15
OR Combat 30 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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

Spoiler:
Occluding Field
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15 Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

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

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

Spoiler:
Longbow +1
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

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

Spoiler:
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:
Greatclub +3
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Sign of Wrath
Spell 6
Traits:
Arcane
Attack
Divine
Force
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

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

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

Armors
Spoiler:
Fortress Shield
Armor 6
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 9 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Bolstering Armor
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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:
Sihedron Ring
Item 6
Traits:
Accessory
Magic
Sihedron To Acquire:
Constitution
Fortitude 7
OR Arcane 9 Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

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

Spoiler:
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:
Sihedron Ring
Item 6
Traits:
Accessory
Magic
Sihedron To Acquire:
Constitution
Fortitude 7
OR Arcane 9 Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

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

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

Spoiler:
Svevenka
Ally 6
Traits:
Druid
Nymph To Acquire:
Charisma
Diplomacy
Wisdom
Survival 12 Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Banish this card to explore your location, adding 2 to any combat checks made during this exploration.

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

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

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

Spoiler:
Blessing of 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

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

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: 28

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 19 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
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 22 /
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 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 28 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Location #1: Death Zone
At This Location: On checks, treat all die rolls of 1 or 2 as 0.
When Closing: Succeed at a Wisdom or Survival 10 check.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Death Zone 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.

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

Death Zone Card 3:
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.

Death Zone Card 4:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Death Zone Card 5:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Death Zone Card 6:
Killing Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.

Death Zone Card 7:
Clay Golem
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 21 You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.

Death Zone Card 8:
Circles of Binding
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13 If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.

Death Zone Card 9:
Troll
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

Death Zone Card 10:
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.

Location #2: Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Mountain Peak Card 1:
Warden of Wind
Monster 6
Traits:
Giant
To Defeat:
Combat 22 Damage dealt by the Warden of Wind is dealt to each character at this location.

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

Mountain Peak Card 3:
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.

Mountain Peak 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.

Mountain Peak Card 5:
Cave Bear
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.

Mountain Peak Card 6:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Mountain Peak Card 7:
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.

Mountain Peak Card 8:
Warden of Runes
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23 The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.

Mountain Peak Card 9:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck.

Mountain Peak Card 10:
Door Spike
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Salim/NathanDavis, Urgraz/Yewstance,

Ravenous Crypts of Gluttony Card 1:
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 2:
Vicious Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Ravenous Crypts of Gluttony Card 3:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Ravenous Crypts of Gluttony Card 4:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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

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

Ravenous Crypts of Gluttony 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 any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 8:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 9:
Headband of Alluring Charisma
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5 Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.

Ravenous Crypts of Gluttony Card 10:
Scout
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Location #4: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Yoon/dinketry,

Deeper Dungeons Card 1:
Warden of Runes
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23 The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.

Deeper Dungeons Card 2:
Warden of Thunder
Monster 6
Traits:
Giant
To Defeat:
Combat 23 The Warden of Thunder is immune to the Electricity trait.
Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
Damage dealt by the Warden of Thunder is dealt to each character at this location.

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

Deeper Dungeons Card 4:
Bewilder
Spell 6
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 14 Discard this card to evade a monster, placing it on the bottom of the deck. If you are exploring, you may immediately explore again.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding

Deeper Dungeons Card 5:
Harpy
Monster 4
Traits:
Harpy
To Defeat:
Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.

Deeper Dungeons Card 6:
Reduction Field
Barrier 4
Traits:
Arcane
Magic
Trap
To Defeat:
Constitution
Fortitude
Dexterity
Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card.

Deeper Dungeons Card 7:
Disjunction Pulse
Barrier 5
Traits:
Arcane
Magic
Trap
To Defeat:
Dexterity
Disable 15 If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand.

Deeper Dungeons Card 8:
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.

Deeper Dungeons Card 9:
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.

Deeper Dungeons Card 10:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Location #5: Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Hawkmoon,

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

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

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

Warrens Card 3:
Sharpening Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Warrens Card 4:
Frost Worm
Monster 6
Traits:
Worm
To Defeat:
Combat 21 The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.

Warrens Card 5:
Hand Chopper
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Warrens Card 6:
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.

Warrens Card 7:
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.

Warrens Card 8:
Returning Frost Spear +2
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear To Acquire:
Dexterity
Ranged 12 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Warrens Card 9:
Augury
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Warrens Card 10:
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.


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

OFF-TURN:
Urgraz displays Gambeson and Spell Ward Shield for a bunch of damage resistance, auto-passing checks to keep the Shield in play indefinitely.

Salim buries Blessing of the Lady of Graves to examine the entirety of the Ravenous Crypts of Gluttony, examining...
Ravenous Crypts of Gluttony Card 1: Blessing of Nethys
Ravenous Crypts of Gluttony Card 2: Vicious Blade (VILLAIN #1)
Ravenous Crypts of Gluttony Card 3: Winged Shield
Ravenous Crypts of Gluttony Card 4: Skull Ripper
Ravenous Crypts of Gluttony Card 5: Crushing Door
Ravenous Crypts of Gluttony Card 6: Trapped Spellbook
Ravenous Crypts of Gluttony Card 7: Blessing of Abadar
Ravenous Crypts of Gluttony Card 8: Poison Blast
Ravenous Crypts of Gluttony Card 9: Headband of Alluring Charisma
Ravenous Crypts of Gluttony Card 10: Scout

The Ravenous Crypts of Gluttony is shuffled. Urgraz buries The Asmodean Disciplines (Redeemed) to draw Blessing of the Lady of Graves into his hand instead of letting it be buried.

(Note that there's a Blessing 6 there that I'll probably search out can grab with Suurlahetas later, as well as one of the Villains. We should probably look to exploring other locations and try to push the remaining villains here for the win.)

The top of Urgraz's deck is examined; it's Torch.

Urgraz wrote:

Hand: Corrosive Backsword +4, Armor of Skulls, Blessing of Rovagug, Aegis of Recovery, Blessing of Mazmezz, Divine Fortune,

Displayed: Gambeson, Spell Ward Shield,
Deck: 12 Discard: 0 Buried: 1
Notes: All of my cards are free to use. (Blessings for support - Rovagug for 3 dice, Armor of Skulls for an evade at my location, BoLady of Graves to add your Wisdom Die after a roll, Divine Fortune for +1d6 at my location - though it's best used on my own turn.)

Urgraz will be moving to the Death Zone on his next turn, and will be displaying Divine Fortune as soon as he moves, in case that influences anyone's decision. Feel free to bot his card buries if anything (like Suurlahetas or Emerald Codex) can be grabbed with his power.


Yoon Deck Handler

I’ll discard my blessing to help Ezren. Top card of hourglass is Blessing of Torag. For move step, recharge the blessing I just used.

Yoon moves gingerly through the dungeons expecting death.

Free explore and encounter Warden of Runes. Bury Nexian Channeler for the following but of awesome-sauce.

A hulking mass of flesh covered in Thassilonian runes roars into the tunnel. Yoon curiously cocks her head at the slathering rune-giant.

”I was expecting death,” she remarks with a puzzled look on her face, ”and you are not it. Not today, at least.”

The rune-giant screeches and hurtles a bolt of electricity at the small girl.

Discard Blood Kineticist for a boost to this Fortitude check.

Fortitude (14) Check: 1d10 + 4 + 2 + 2d4 ⇒ (4) + 4 + 2 + (1, 3) = 14 SUCCESS!

Quick as a gasp, Yoon dodges the arcane energy. She then reaches out a single fiery hand and slowly pulls it back towards her. With gruesome force, the runes covering the giant’s form begin sliding off its skin and flying through the space between it and Yoon. The runes weep blood, and within a few seconds, Yoon has a melon-sized ball of reddish-black blood. A few more moments sees the ball double still in size. The now-pale-grey rune-less rune-giant tries to muster the force to run down the puny girl, but its legs fail to respond to its commands anymore. A few more moments sees the giant collapse to the floor, quite dead.

Yoon incinerates the boulder-sized ball of congealed blood in a puff of acrid fire. She then walks out of the dungeons, intent upon finding a more suitable foe.

Per the Nexian Channeler, the henchman is automatically defeated and the location is automatically CLOSED! It couldn’t have been any more well-suited to Yoon!

End turn. Display Aegis of Recovery to recharge the only card in my discard pile.

Reset hand.

Yoon Hand wrote:
Aegis of Recovery, Vril Staff, Pyrokinesis, Aspect of the Bull, Dragon’s Breath, Goblin Fire Drum


During This Adventure: Adventure Deck Number: 6
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
Additional Rules:

Villains:
Sharpening Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Vicious Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Killing Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location.

Henchmen:
Warden of Runes
Spoiler:
Henchman 6
Type: Monster
Traits: Giant
To Defeat: Combat 23
The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location.

To win the scenario, defeat any villain while all three villains are in the same location deck.
Turn: 3, Salim/NathanDavis

Random Cards:

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

Spoiler:
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:
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:
Scarlet Walker
Monster 6
Traits:
Outsider
To Defeat:
Combat 20 The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

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

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

Spoiler:
Arcane Lock
Barrier 4
Traits:
Arcane
Lock
Magic
To Defeat:
Intelligence
Arcane 13
OR Combat 26 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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

Spoiler:
Explosive Runes
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Spoiler:
Icy Ledge
Barrier 6
Traits:
Cold
Obstacle
To Defeat:
Dexterity
Disable 14
OR Wisdom
Survival 16 If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn.

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 use your Dexterity or Ranged skill + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.

Spoiler:
Flaming Icy Axe +1
Weapon 6
Traits:
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. 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:
Greatclub +3
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spells
Spoiler:
Disintegrate
Spell 5
Traits:
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 14 For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.

Spoiler:
Disintegrate
Spell 5
Traits:
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 14 For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.

Spoiler:
Lightning Bolt
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Chainmail of Cold Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Cold damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

Blessing of Norgorber:
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Remaining: 27

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 Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 9 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
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 21 /
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 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Location #1: Death Zone
At This Location: On checks, treat all die rolls of 1 or 2 as 0.
When Closing: Succeed at a Wisdom or Survival 10 check.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Death Zone 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.

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

Death Zone Card 3:
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.

Death Zone Card 4:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Death Zone Card 5:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Death Zone Card 6:
Killing Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.

Death Zone Card 7:
Clay Golem
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 21 You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.

Death Zone Card 8:
Circles of Binding
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13 If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.

Death Zone Card 9:
Troll
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

Death Zone Card 10:
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.
Location #2: Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Mountain Peak Card 1:
Warden of Wind
Monster 6
Traits:
Giant
To Defeat:
Combat 22 Damage dealt by the Warden of Wind is dealt to each character at this location.

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

Mountain Peak Card 3:
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.

Mountain Peak 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.

Mountain Peak Card 5:
Cave Bear
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.

Mountain Peak Card 6:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Mountain Peak Card 7:
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.

Mountain Peak Card 8:
Warden of Runes
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23 The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.

Mountain Peak Card 9:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck.

Mountain Peak Card 10:
Door Spike
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Salim/NathanDavis, Urgraz/Yewstance, Blessing of Nethys, Vicious Blade, Winged Shield, Skull Ripper, Crushing Door, Trapped Spellbook, Blessing of Abadar, Poison Blast, Headband of Alluring Charisma, Scout

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

Ravenous Crypts of Gluttony Card 2:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

Ravenous Crypts of Gluttony Card 3:
Vicious Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Ravenous Crypts of Gluttony 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 any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Ravenous Crypts of Gluttony Card 6:
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 7:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Ravenous Crypts of Gluttony Card 8:
Headband of Alluring Charisma
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5 Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.

Ravenous Crypts of Gluttony Card 9:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

Location #4: Deeper Dungeons
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/dinketry,

Location #5: Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Hawkmoon,

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

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

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

Warrens Card 3:
Sharpening Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Warrens Card 4:
Frost Worm
Monster 6
Traits:
Worm
To Defeat:
Combat 21 The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.

Warrens Card 5:
Hand Chopper
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Warrens Card 6:
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.

Warrens Card 7:
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.

Warrens Card 8:
Returning Frost Spear +2
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear To Acquire:
Dexterity
Ranged 12 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Warrens Card 9:
Augury
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Warrens Card 10:
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.


I think Yoon had a 15-card deck at the time. I’ll roll 1d16; on a 1-2, the blessing would have been drawn; anything else, no change required.
Blessing redrawn?: 1d16 ⇒ 11
No changes needed


Deck Handler // Searching for: Armor 6


Assuming my Blessing of the Midnight Lord was discarded.
Start of turn, no Spell: draw Emerald Codex
Start of turn, Examine Urgraz's deck: Torch. Exchange with Armor of Skulls.

Armor of Skulls:
Traits
Light Armor
Magic

Powers
Reveal this card to reduce all damage dealt to you to by 2.

When a character at your location encounters a non-villain monster, recharge this card to allow that character to evade it; if the monster is not immune to the Mental trait, you may shuffle it into any open location deck.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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



Banish Emerald Codex to draw:
1. Consecration
2. ?
3.
Urgraz will do something to get the Codex.
Pausing to draw more Divine Spells.


Random Divine Spell 2:
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.

Random Divine Spell 3:
Invoke
Spell 6
Traits: Divine  Magic 
To Acquire: Wisdom Divine 12
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck. If you do not have the Divine skill, banish this card.


Deck Handler // Searching for: Armor 6


2. Fiery Weapon
3. Invoke
Give Card to Urgraz: Consecration.
I assume Urgraz would've buried Aegis of Recovery to grab Emerald Codex

Salim and Urgraz enjoy unholy communion. Feeling more alive than ever, Salim runs to the Warrens with his trusty Revealed Fortune-Teller who is searching for "boons" and happens upon a Sacred Killer.

Recharge Vizier
Diplomacy 13: 1d8 + 5 + 1d6 ⇒ (3) + 5 + (4) = 12
Spend a bump to succeed

The half-orc joins the cause.

Discard Eyebiter to explore
Eyebiter gets distracted by a Flaming Ranseur +3 that Salim has no interest in.
Banished

Recharge Boots of Teleportation to return to Urgraz at the Ravenous Crypts of Gluttony.
Bury Torch to explore. Urgraz buries Consecration to grab it.

By the light of a torch, Salim sees an old enemy Scout.
BYA Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Invoke
Reveal Striking Wing Scimitar and Discard Fiery Weapon
Combat 8+6: 1d8 + 6 + 1d6 + 2 + 1d4 ⇒ (4) + 6 + (2) + 2 + (2) = 16

A quick and fiery death!
Recharge Fiery Weapon Divine 6: 1d6 ⇒ 2
Monster Defeat: Shuffle in Blessing of the Midnight Lord

Salim wrote:

Hand: Sacred Killer , Vampiric Backsword +3, Corrosive Backsword +4, Fortune-Teller, Boots of Teleportation, Striking Wing Scimitar, Isiem, Gloves of Dueling, Quick-Change Mask,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: No help for anybody.

Skills and Powers:
SKILLS

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

Die Bumps: 2
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


During This Adventure: Adventure Deck Number: 6
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
Additional Rules:

Villains:
Sharpening Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Vicious Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Killing Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location.

Henchmen:
Warden of Runes
Spoiler:
Henchman 6
Type: Monster
Traits: Giant
To Defeat: Combat 23
The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location.

To win the scenario, defeat any villain while all three villains are in the same location deck.
Turn: 4, Urgraz/Yewstance

Random Cards:

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

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

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

Spoiler:
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:
Horror Tree
Monster 6
Traits:
Plant
Treant
Undead
To Defeat:
Combat 22 The Horror Tree is immune to the Mental and Poison traits.
Add 1 die to checks to defeat the Horror Tree with the Fire trait.
If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage to each character at this location.

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

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

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

Spoiler:
Corroded Lock
Barrier 6
Traits:
Lock
To Defeat:
Dexterity
Disable 15
OR Combat 30 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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

Weapons
Spoiler:
Force Sling +3
Weapon 6
Traits:
Bludgeoning
Magic
Ranged
Sling To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.

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

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

Spoiler:
Dominate
Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location 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:
Corrosive Storm
Spell 6
Traits:
Acid
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 12 Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

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

Armors
Spoiler:
Chainmail of Cold Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Cold damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Shield of Fire Resistance
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Full Plate
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
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:
Boots of Teleportation
Item 6
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 9 Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

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

Spoiler:
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:
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:
Gyukak
Ally 6
Traits:
Giant
Outsider
Oni To Acquire:
Charisma
Diplomacy 14 Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations.

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

Spoiler:
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:
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:
Svevenka
Ally 6
Traits:
Druid
Nymph To Acquire:
Charisma
Diplomacy
Wisdom
Survival 12 Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Banish this card to explore your location, adding 2 to any combat checks made during this exploration.

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

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

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

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

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 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: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 17 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
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 20 /
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 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Location #1: Death Zone
At This Location: On checks, treat all die rolls of 1 or 2 as 0.
When Closing: Succeed at a Wisdom or Survival 10 check.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:

Death Zone 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.

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

Death Zone Card 3:
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.

Death Zone Card 4:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Death Zone Card 5:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Death Zone Card 6:
Killing Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.

Death Zone Card 7:
Clay Golem
Monster 5
Traits:
Construct
Golem
To Defeat:
Combat 21 You may not play spells with the Attack trait.
If undefeated, after the encounter, bury your discard pile.

Death Zone Card 8:
Circles of Binding
Barrier 4
Traits:
Obstacle
To Defeat:
Intelligence
Arcane
Wisdom
Divine 13 If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.

Death Zone Card 9:
Troll
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

Death Zone Card 10:
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.
Location #2: Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Mountain Peak Card 1:
Warden of Wind
Monster 6
Traits:
Giant
To Defeat:
Combat 22 Damage dealt by the Warden of Wind is dealt to each character at this location.

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

Mountain Peak Card 3:
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.

Mountain Peak 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.

Mountain Peak Card 5:
Cave Bear
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.

Mountain Peak Card 6:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Mountain Peak Card 7:
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.

Mountain Peak Card 8:
Warden of Runes
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23 The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.

Mountain Peak Card 9:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck.

Mountain Peak Card 10:
Door Spike
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Salim/NathanDavis, Urgraz/Yewstance, Blessing of Nethys, Vicious Blade, Winged Shield, Skull Ripper, Crushing Door, Trapped Spellbook, Blessing of Abadar, Poison Blast, Headband of Alluring Charisma

Ravenous Crypts of Gluttony Card 1:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

Ravenous Crypts of Gluttony Card 2:
Vicious Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Ravenous Crypts of Gluttony 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 any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 4:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Ravenous Crypts of Gluttony Card 5:
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Ravenous Crypts of Gluttony Card 7:
Headband of Alluring Charisma
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5 Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.

Ravenous Crypts of Gluttony Card 8:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 9:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Location #4: Deeper Dungeons
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/dinketry,

Location #5: Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Hawkmoon,

Location #6: 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: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Warrens Card 1:
Sharpening Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Warrens Card 2:
Frost Worm
Monster 6
Traits:
Worm
To Defeat:
Combat 21 The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.

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

Warrens Card 4:
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.

Warrens Card 5:
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.

Warrens Card 6:
Returning Frost Spear +2
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear To Acquire:
Dexterity
Ranged 12 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Warrens Card 7:
Augury
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Warrens Card 8:
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.


Random Divine Spell 3:
Mass Cure
Spell 4
Traits: Divine Healing Magic
To Acquire: Wisdom Divine 12
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it.

Random Divine Spell 4:
Augury
Spell B
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Random Divine Spell 5:
Speed
Spell 1
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn. If you do not have the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Random Divine Spell 6:
Restoration
Spell 4
Traits: Divine Magic
To Acquire: Wisdom Divine 12
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it.


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

Off-Turn;
Urgraz buries Aegis of Recovery to draw Emerald Codex to his hand.
Urgraz buries Consencrate to draw Torch to his hand.

Thanks for the cards and updating my handler! Additionally, thank you for moving back to Urgraz's location!

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

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

Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Heister.
Urgraz leaves it there.

Urgraz gives Emerald Codex to Salim.
Salim banishes Emerald Codex to draw 3 Divine Spells from the box, as listed:

Dominate:

Spell 6
Traits:
Arcane
Attack
Divine
Magic
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location 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.
Detect Evil:

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

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

Urgraz banishes Emerald Codex to draw 3 random Divine Spells from the box, as listed:

Augury:

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

Spell 1
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn. If you do not have the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Restoration:

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

Such dark forces serve the Antipaladin as well as the Inquisitor - if not more so. Power flows through Urgraz's veins, as he prepares to cut down the last of the opposition - the final trial before his grand plan can be complete!

Urgraz displays Restoration (as per the FAQ) to draw 2 cards (Armor of Skulls (Salim), Heart's Bane (Redeemed)).

Urgraz moves to the Death Zone.
Urgraz takes his free exploration.

Death Zone Card 1: Blessing of the Gods:

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

Urgraz sets aside Augury, naming Monster...
Death Zone Card 2: Ogrekin
Death Zone Card 3: Sneak
Death Zone Card 4: Crushing Door

Neat. Urgraz sets aside the Ogrekin and Sneak, shuffles the location deck, then places Ogrekin on the bottom of the location deck, and Sneak second-from the bottom.

On his recharge check for Augury, Urgraz displays Divine Fortune, adding 1d6 to all checks at his location until the start of his next turn.
Divine 8 (Death Zone): 1d8 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11 -> 1 becomes 0, but Augury recharged.

Urgraz buries Torch to explore his location.
Death Zone Card #: 1d7 + 3 ⇒ (3) + 3 = 6

Death Zone Card 6: Killing Blade:

Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.
Sweet! No need for temp closes - the only player at an open location is at the location where we WANT to move the villain.
BYA: Urgraz chooses the Constitution (not the Fortitude check) to automatically fail the BYA check.
BYA Fire Damage: 1d4 ⇒ 1 -> Sweet! Urgraz increases the damage he takes from failing the check by 2, to 3, then the damage is reduced by 4, to 0 from Spell Ward Shield, and Urgraz draws 2 cards from increasing the damage (Vampiric Backsword +3, Steal Soul).

Anyway, I'll go heavy-handed on buffs here - these are some big Combat checks, and Death Zone is harsh on dice.

Urgraz reveals and additionally recharges Heart's Bane (Redeemed) for the first combat check. Because he has the Antipaladin trait, it adds an additional 1d10 and the Fire trait.
Difficulty Increase (Spell Ward Shield): 1d4 - 1 ⇒ (1) - 1 = 0 -> Difficulty is increased by 0.
Combat 28 (Divine Fortune, Death Zone): 1d8 + 7 + 1d8 + 3 + 1d6 + 6 + 1d10 + 1d6 ⇒ (4) + 7 + (2) + 3 + (4) + 6 + (4) + (1) = 31 -> Oof! Death Zone subtracts 2+1 = 3, to leave a total of 28. Luckily, that's still precisely a Pass. No need to use my BoLady of Graves.

Urgraz reveals Vampiric Backsword +3 for the second combat check. Urgraz is proficient, and adds an additional 1d6.
Difficulty Increase (Spell Ward Shield): 1d4 - 1 ⇒ (4) - 1 = 3 -> Difficulty is increased by 3.
Urgraz discards the top card of his deck (Blessing of the Vaultmaster) to add 1d6+1 to his check.
Urgraz discards Blessing of Mazmezz to add 2 dice to his check to defeat, using his power and recharging Speed to ignore Blessing of Mazmezz's corrupted trait.

Combat 33 (Divine Fortune, Death Zone): 3d8 + 7 + 2d6 + 3 + 1d6 + 1 + 1d6 ⇒ (2, 6, 5) + 7 + (5, 4) + 3 + (3) + 1 + (2) = 38 -> Death Zone subtracts 2+2 = 4, to leave a total of 34, which is super close yet again! But The Killing Blade is defeated. From defeating a monster, Urgraz places Vampiric Backsword +3 on top of his deck to randomly recharge Blessing of the Vaultmaster from his discard pile. From defeating a monster, Urgraz displays Steal Soul.

As the party splits up to confuse the giants, Urgraz easily tricks one of the fiery beings to approach him. The creature throw fierce fire-magics upon him, but the empowered Duergar simply laughs - feeling his own dark aura and armor easily withstand the attack, leaving nary a scratch on him. Infuriated, the giant draws a vast greatsword and makes to cleave the Antipaladin with it, but Urgraz binds the giant's arm with a dark chain of his magic, pinning it down as he draws his own golden, flaming blade.

With Heart's Bane in hand, Urgraz hacks at the giant's remaining, swinging limbs, leaving cuts and gashes, soon drawing a second blade to continue his flurry of attacks at the vast monster's thick hide - piercing it with fire and serrated edges. The giant howls, casting some kind of wave of force that sends Urgraz flying off a ledge, leaving the armored Duergar to fall almost thirty feet further down the mountain, leaving his armor to take the worst of the impact. Before Urgraz can recover, he's slipping and rolling further still down the mountain as he curses and scrambles for grip, even as the wind is knocked from his lungs.

The giant escaped his grasp this time, but he swears upon Mazmezz he will end that creature!

The Death Zone is automatically closed and The Killing Blade escapes.

Urgraz ends his turn, and attempts to recharge Restoration.
Divine 14: 1d8 + 4 + 1d6 + 1d4 ⇒ (2) + 4 + (6) + (3) = 15 -> Thanks to Steal Soul; Restoration recharged.
Urgraz resets his hand.

Urgraz wrote:

Hand: Corrosive Backsword +4, Blessing of Rovagug, Blessing of the Lady of Graves (Salim), Armor of Skulls (Salim), Vampiric Backsword +3, Blessing of Mammon, Confidence Boost,

Displayed: Gambeson, Spell Ward Shield, Divine Fortune, Steal Soul,
Deck: 10 Discard: 2 Buried: 5
Notes: See below.

After Ezren's start-of-turn, Urgraz sets aside Confidence Boost, examining the top 3 cards of his character deck (Blessing of Maat, Book of the Damned (Redeemed), Boots of Teleportation), then drawing Boots of Teleportation. Urgraz shuffles the remainder into his deck, clearing his recharged pile.

Divine 11: 1d8 + 4 + 1d6 + 1d4 ⇒ (3) + 4 + (4) + (3) = 14 -> Confidence Boost recharged.

Urgraz then recharges Boots of Teleportation to move to Mountain Peak. I'm well-suited to temp-closing it in case we need to control where another villain ends up (remember to try to move them into the Crypts of Gluttony). If anyone else is at my location, I can provide additional support to them.

Urgraz wrote:

Hand: Corrosive Backsword +4, Blessing of Rovagug, Blessing of the Lady of Graves (Salim), Armor of Skulls (Salim), Vampiric Backsword +3, Blessing of Mammon,

Displayed: Gambeson, Spell Ward Shield, Divine Fortune, Steal Soul,
Deck: 11 Discard: 2 Buried: 5
Notes: All of my cards are free to use.
(Blessings for support - Rovagug for 3 dice, Mammon for 2 dice, Lady of Graves to add your Wisdom Die after a roll.)
(At my location - Armor of Skulls for an evade, Divine Fortune always adds 1d6.)

If Urgraz gets an opportunity to temp-close off turn, he autopasses the Wisdom 6 check. (1d8+3+1d6+1d4 due to Steal Soul and Divine Fortune.)

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6 [X] 7
Proficient with: All
Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.

ADDITIONAL REWARDS:

Spoiler:

Adventure 4 Reward: For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Adventure 5 Reward: For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.
Die Bumps remaining: 3


During This Adventure: Adventure Deck Number: 6
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
Additional Rules:

Villains:
Sharpening Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Vicious Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Killing Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location.

Henchmen:
Warden of Runes
Spoiler:
Henchman 6
Type: Monster
Traits: Giant
To Defeat: Combat 23
The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location.

To win the scenario, defeat any villain while all three villains are in the same location deck.
Turn: 5, Ezren/Hawkmoon

Random Cards:

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

Spoiler:
Skulking Vampire
Monster 6
Traits:
Rogue
Undead
Vampire
To Defeat:
Combat 22 The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.

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

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

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

Spoiler:
Occluding Field
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15 Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

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

Spoiler:
Occluding Field
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15 Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

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

Weapons
Spoiler:
Force Sling +3
Weapon 6
Traits:
Bludgeoning
Magic
Ranged
Sling To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait.

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

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

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

Spoiler:
Shock Greatsword +2
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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:
Corrosive Storm
Spell 6
Traits:
Acid
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 12 Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

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

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

Armors
Spoiler:
Bolstering Armor
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Entropy Shield
Armor 6
Traits:
Arcane
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Bury this card to defeat a barrier with the Lock trait.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Adamantine Plate Armor
Armor 6
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 14 Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Ring of Energy Resistance
Item 6
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

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:
Sihedron Ring
Item 6
Traits:
Accessory
Magic
Sihedron To Acquire:
Constitution
Fortitude 7
OR Arcane 9 Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

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

Spoiler:
Svevenka
Ally 6
Traits:
Druid
Nymph To Acquire:
Charisma
Diplomacy
Wisdom
Survival 12 Banish this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Banish this card to explore your location, adding 2 to any combat checks made during this exploration.

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

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

Blessings
Spoiler:
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

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

Spoiler:
Blessing of 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 Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

Blessing of Norgorber:
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Remaining: 25

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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
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 19 /
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 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Location #1: Death Zone
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Urgraz/Yewstance,

Mountain Peak Card 1:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Mountain Peak Card 2:
Warden of Runes
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23 The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.

Mountain Peak Card 3:
Killing Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.

Mountain Peak Card 4:
Cave Bear
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.

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

Mountain Peak Card 6:
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.

Mountain Peak Card 7:
Warden of Wind
Monster 6
Traits:
Giant
To Defeat:
Combat 22 Damage dealt by the Warden of Wind is dealt to each character at this location.

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Door Spike
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

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

Mountain Peak Card 11:
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.
Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Salim/NathanDavis, Blessing of Nethys, Vicious Blade, Winged Shield, Skull Ripper, Crushing Door, Trapped Spellbook, Blessing of Abadar, Poison Blast, Headband of Alluring Charisma

Ravenous Crypts of Gluttony Card 1:
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 2:
Vicious Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Ravenous Crypts of Gluttony Card 3:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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

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

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

Ravenous Crypts of Gluttony 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.

Ravenous Crypts of Gluttony Card 8:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 9:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Ravenous Crypts of Gluttony Card 10:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Location #4: Deeper Dungeons
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/dinketry,

Location #5: Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Hawkmoon,

Location #6: 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: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here:

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

Warrens Card 2:
Frost Worm
Monster 6
Traits:
Worm
To Defeat:
Combat 21 The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.

Warrens Card 3:
Returning Frost Spear +2
Weapon 6
Traits:
Magic
Piercing
Ranged
Spear To Acquire:
Dexterity
Ranged 12 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+2; you may additionally recharge this card to add another 2d6 with the Cold trait.
If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check at another location.

Warrens 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.

Warrens 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.

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

Warrens Card 7:
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.

Warrens Card 8:
Sharpening Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Warrens Card 9:
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.


Ezren's Hand || Ezren's Deck

It seems my best option is the Warrens so that we can funnel the villain into the Ravenous Crypt of Gluttony. I apologize in advance for any monsters I add to the other locations.

Ezren moves to the Warrens.

Free exploration: Hand Chopper
Heister
Dexterity 12: 1d6 + 1d12 ⇒ (6) + (6) = 12
Success!
Defeated
Spell from the box: Haste
Item from the box (Heister): Cloak of Elvenkind

Reload Vizier to examine the next card: Frost Worm
Discard Vizier to explore: Frost Worm
Random monster on top of...: 1d2 ⇒ 1 Mountain Peak
Bewilder to evade Frost Worm to the bottom of the deck and explore again.
Top of my deck: Scrying. Draw it.
Arcane 16: 1d12 + 4 + 2 + 3 ⇒ (7) + 4 + 2 + 3 = 16
Bewilder recharged.

Bewilder exploration: Returning Frost Spear +2
Not going to acquire that without a lot of help and seeing as no one seems to want a weapon upgrade, I'll just banish it.

Haste to explore: Blessing of Lamashtu
Next card is Hrym. Can't draw it.
Arcane 10: 1d12 + 4 + 2 + 3 ⇒ (3) + 4 + 2 + 3 = 12
Haste recahrged.
Arcane 5: 1d12 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Success
Acquired

Elyana to examine the top of the Ravenous Crypt of Gluttony: Blessing of Nethys. Not moving. Explore: Warlord
Random monster on top of...: 1d2 ⇒ 1 Mountain Peak again.
Entice to evade and turn it into an ally.
Arcane 13: 1d12 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Entice discarded.

I'll stop there and save the blessing i have for someone's check.

Ending my turn.
I'll discard the Cloak of Elvenkind.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+2
CHARISMA d6+1

Powers
HAND SIZE 7
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand (☐ or recharge it).
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) (☑3) (☐4)to your check to recharge a card.
☑If you play a spell to evade a monster, you may put the monster on the bottom of the deck.
☑Add 2 (☐ 4) to your check to acquire a spell (☑ or ally).
☐At the start of your turn, you may discard a card to draw a card.

Hand: Hrym, Robe of Runes, Invisibility, Scrying, Volcanic Storm, Vreva Jhafae, Blessing of Lamashtu
Deck: 12 Discard: 6 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 2/5

Summary: Banish 1, 3, and 5. Warrens is now: Random ally, card 6, 7, 8, 9, 2 (Frost Worm). 2 random monsters on top of Mountain Peak. I drew Cloak of Elvenkind and Haste from the box.

I can Scry Mountain Peak. Not sure if it would be better to wait for someone to clear the 2 random monster first though.


During This Adventure: Adventure Deck Number: 6
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
Additional Rules:

Villains:
Sharpening Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Vicious Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Killing Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location.

Henchmen:
Warden of Runes
Spoiler:
Henchman 6
Type: Monster
Traits: Giant
To Defeat: Combat 23
The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location.

To win the scenario, defeat any villain while all three villains are in the same location deck.
Turn: 6, Yoon/dinketry

Random Cards:

Monsters
Spoiler:
Scarlet Walker
Monster 6
Traits:
Outsider
To Defeat:
Combat 20 The Scarlet Walker is immune to the Acid, Cold, and Poison traits.
Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait.
Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile.
Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait.

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

Spoiler:
Hidden Beast
Monster 6
Traits:
Aberration
Sorcerer
Undead
Vampire
To Defeat:
Combat 22
OR Wisdom
Perception 16 The Hidden Beast is immune to the Cold, Mental and Poison traits.
Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait against the Hidden Beast.
Before the encounter, each character at this location must succeed at a Combat 22 check or bury 1d4 random cars from his discard pile.

Spoiler:
Skulking Vampire
Monster 6
Traits:
Rogue
Undead
Vampire
To Defeat:
Combat 22 The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.

Barriers
Spoiler:
Arcane Lock
Barrier 4
Traits:
Arcane
Lock
Magic
To Defeat:
Intelligence
Arcane 13
OR Combat 26 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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

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

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

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

Weapons
Spoiler:
Frost Longbow +1
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

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

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

Spoiler:
Greatclub +3
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

Spoiler:
Disintegrate
Spell 5
Traits:
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 14 For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.

Armors
Spoiler:
Shield of Fire Resistance
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Demon Armor
Armor 6
Traits:
Fire
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Full Plate
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Lesser Bolstering Armor
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Fortress Shield
Armor 6
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 9 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard 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:
Headband of Inspired Wisdom
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom 7 Reveal this card to add 2 to your Wisdom check. You may play another item on this check.

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

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

Spoiler:
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.

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

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

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

Spoiler:
Blessing of 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.

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 24

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 Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 6 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 15 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 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 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Location #1: Death Zone
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 5 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Urgraz/Yewstance, Cards 1, 2 are Monsters

Mountain Peak Card 1:
Shemhazian Demon
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 23 The Shemhazian Demon is immune to the Electricity and Poison traits.
Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
If undefeated, reset your hand and end your turn.

Mountain Peak Card 2:
Gamigin
Monster 6
Traits:
Devil
Outsider
Sorcerer
To Defeat:
Combat 22 Gamigin is immune to the Fire, Cold, and Poison traits.
Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
Other players may not use powers or play cards other than blessings.

Mountain Peak Card 3:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Mountain Peak Card 4:
Warden of Runes
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23 The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.

Mountain Peak Card 5:
Killing Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.

Mountain Peak Card 6:
Cave Bear
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.

Mountain Peak Card 7:
Venomous Heavy Crossbow +2
Weapon 5
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Warden of Wind
Monster 6
Traits:
Giant
To Defeat:
Combat 22 Damage dealt by the Warden of Wind is dealt to each character at this location.

Mountain Peak Card 10:
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.

Mountain Peak Card 11:
Door Spike
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Mountain Peak Card 12:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck.

Mountain Peak Card 13:
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.
Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Salim/NathanDavis, Vicious Blade, Winged Shield, Skull Ripper, Crushing Door, Trapped Spellbook, Blessing of Abadar, Poison Blast, Headband of Alluring Charisma

Ravenous Crypts of Gluttony Card 1 (Blessing of Nethys):
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 2:
Vicious Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Ravenous Crypts of Gluttony Card 3:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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

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

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

Ravenous Crypts of Gluttony 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.

Ravenous Crypts of Gluttony Card 8:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 9:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Ravenous Crypts of Gluttony Card 10:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Location #4: Deeper Dungeons
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/dinketry,

Location #5: Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: 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: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Card 1 is an Ally

Warrens Card 1:
Lizard
Ally 4
Traits:
Animal
Arcane To Acquire:
Intelligence
Arcane
Wisdom
Survival 8 Discard this card to succeed at your Stealth or Survival check.
Discard this card to explore your location.

Warrens Card 2:
Augury
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Warrens Card 3:
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.

Warrens Card 4:
Sharpening Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Warrens Card 5:
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.

Warrens Card 6 (Frost Worm):
Frost Worm
Monster 6
Traits:
Worm
To Defeat:
Combat 21 The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.


Yoon Deck Handler

Top card of hourglass: BotG. Move to Warrens.

Yoon follows the flashes of arcane light coming off of Ezren’s spells, keen to see a friendly face in these cramped confines.

Encounter Lizard. I’ll use Urgraz’s Blessing of Mammon.

Arcane (8) Check: 1d8 + 1 + 2d8 ⇒ (5) + 1 + (6, 6) = 18 SUCCESS!

Coming round a corner of the cramped passage, Yoon comes face to about with a gigantic lizard. Not thinking twice about it, the agile girl hops onto its back and rides it!

Ezzzzz-rennnnn!” she sings out.

Discard Lizard to explore again: Augury.

Arcane (6) Check: 1d8 + 1 ⇒ (1) + 1 = 2 FAIL!

The lizard bucks out from underneath Yoon, leaving her nursing a sore backside.

”Owwww...”

End turn. Reveal Aegis of Recovery to clean out discard pile (only 1 card there).

Yoon Hand wrote:
Aegis of Recovery, Dragon’s Breath, Goblin Fire Drum, Vril Staff, Pyrokinesis, Aspect of the Bull.


During This Adventure: Adventure Deck Number: 6
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
Additional Rules:

Villains:
Sharpening Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Vicious Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Killing Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location.

Henchmen:
Warden of Runes
Spoiler:
Henchman 6
Type: Monster
Traits: Giant
To Defeat: Combat 23
The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location.

To win the scenario, defeat any villain while all three villains are in the same location deck.
Turn: 7, 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:
Shining Child
Monster 4
Traits:
Outsider
To Defeat:
Combat 20 The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

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

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

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

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

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

Spoiler:
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:
Occluding Field
Barrier 6
Traits:
Arcane
Magic
Obstacle
To Defeat:
Constitution
Fortitude 15 Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.

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 use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

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

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

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

Spoiler:
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.

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

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

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

Spoiler:
Bewilder
Spell 6
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 14 Discard this card to evade a monster, placing it on the bottom of the deck. If you are exploring, you may immediately explore again.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding

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

Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Full Plate
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Studded Leather Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Boots of Teleportation
Item 6
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 9 Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

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

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

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

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

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

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

Spoiler:
Blessing of 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 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.

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: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 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 5 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 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 Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 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 18 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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 Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Location #1: Death Zone
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M: 5 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Urgraz/Yewstance, Cards 1, 2 are Monsters

Mountain Peak Card 1:
Shemhazian Demon
Monster 6
Traits:
Demon
Outsider
To Defeat:
Combat 23 The Shemhazian Demon is immune to the Electricity and Poison traits.
Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
If undefeated, reset your hand and end your turn.

Mountain Peak Card 2:
Gamigin
Monster 6
Traits:
Devil
Outsider
Sorcerer
To Defeat:
Combat 22 Gamigin is immune to the Fire, Cold, and Poison traits.
Succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.
Other players may not use powers or play cards other than blessings.

Mountain Peak Card 3:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Mountain Peak Card 4:
Warden of Runes
Henchman 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 23 The Warden of Runes is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage.
Damage dealt by the Warden of Runes is dealt to each character at this location.
If defeated, you may immediately attempt to close this location.

Mountain Peak Card 5:
Killing Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.

Mountain Peak Card 6:
Cave Bear
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.

Mountain Peak Card 7:
Venomous Heavy Crossbow +2
Weapon 5
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Warden of Wind
Monster 6
Traits:
Giant
To Defeat:
Combat 22 Damage dealt by the Warden of Wind is dealt to each character at this location.

Mountain Peak Card 10:
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.

Mountain Peak Card 11:
Door Spike
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Mountain Peak Card 12:
Roc
Monster 4
Traits:
Animal
To Defeat:
Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck.

Mountain Peak Card 13:
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.
Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Salim/NathanDavis, Vicious Blade, Winged Shield, Skull Ripper, Crushing Door, Trapped Spellbook, Blessing of Abadar, Poison Blast, Headband of Alluring Charisma

Ravenous Crypts of Gluttony Card 1 (Blessing of Nethys):
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 2:
Vicious Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Ravenous Crypts of Gluttony Card 3:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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

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

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

Ravenous Crypts of Gluttony 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.

Ravenous Crypts of Gluttony Card 8:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 9:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Ravenous Crypts of Gluttony Card 10:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Location #4: Deeper Dungeons
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Yoon/dinketry,

Warrens Card 1:
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.

Warrens Card 2:
Sharpening Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Warrens Card 3:
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.

Warrens Card 4 (Frost Worm):
Frost Worm
Monster 6
Traits:
Worm
To Defeat:
Combat 21 The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.


Deck Handler // Searching for: Armor 6

Before Yoon resets, recharge Boots of Teleportation to move to the Warrens
Hour of the Gods
Start of turn, no blessings: Draw Heister
Start of turn, examine Yoon's deck: Exchange Blessing of Chaldira Zuzaristan with Dominate.
Discard Mass Cure to Heal Salim and Ezren

Shuffle in Cards into Salim's Deck: 1d4 + 1 ⇒ (4) + 1 = 5
Shuffle in Cards into Ezren's Deck: 1d4 + 1 ⇒ (1) + 1 = 2
Give Card to Yoon: Blessing of Chaldira Zuzaristan

Salim speeds to the Warrens to compile resources and healing with Yoon and Ezren. Then he heads up to the Mountain Peak to catch up with Urgraz.

Reveal Fortune-Teller "Bane" and encounter the Monster on top

A Shemhazian Demon escaped the Warrens. Time for Salim to get to work.
Discard Gloves of Dueling and Recharge Fortune-Teller, Stiking Wing Scimitar, and Vampiric Backsword +3. Draw Vizier, Dreamstalker, Eyebiter. Reveal Corrosive Backsword +4. Recharge Isiem
Combat 23: 1d8 + 6 + 1d6 + 4 + 1d6 ⇒ (7) + 6 + (5) + 4 + (4) = 26

Isiem delivers the final blow to the demon the Fortune-Teller found.
Monster Defeat: Shuffle in Mass Cure

Discard Detect Evil to Examine Gamigin and Encounter
Another devil attacks Salim as he scans the area.
Reveal Corrosive Backsword + 4 and Bury Ezren's Blessing of Lamashtu
Combat 22: 1d8 + 6 + 1d6 + 4 + 2d8 ⇒ (2) + 6 + (6) + 4 + (5, 4) = 27
Monster Defeat: Shuffle in Detect Evil

Discard Ezren's Scrying to Examine Mountain Peak looking for Monsters
Mountain Peak Card 3: Breastplate of Fire Resistance
Mountain Peak Card 4: Warden of Runes
Mountain Peak Card 5: Killing Blade
Putting Killing Blade on Top, followed by Warden of the Runes
Free Explore to encounter Killing Blade. Need a Temp Close on Warrens


State of Play!
Ezren or Yoon needs to Temp Close Warrens
Ezren has shuffled in 2 Cards
Ezren has buried Blessing of Lamashtu and Discarded Scry.
Yoon now has Dominate as her top card and now has Blessing of Chaldira Zuzaristan in hand.
Mountain Peak 1 and 2 Banished.


Yoon Deck Handler

Temp close check.

Acrobatics (6) Check: 1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7 AUTO-SUCCESS!


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

OFF TURN

Urgraz discards Blessing of Mammon to add 2 dice to Yoon's check, and recharges Armor of Skulls (Salim) to his power to ignore the corrupted trait on the blessing.

Salim's encounters Killing Blade, and we both need to make a BYA check...
BYA: Urgraz intentionally chooses to roll Constitution roll for the BYA check. Sadly, though he wants to fail, Divine Fortune and Steal Soul may force a success here.
BYA: Constitution 12 (Divine Fortune, Steal Soul): 1d10 + 1d6 + 1d4 ⇒ (1) + (5) + (2) = 8 -> Good, Urgraz takes 1d4 Fire damage.
BYA: Fire Damage: 1d4 ⇒ 3 -> Urgraz increases the damage by 2, to 5 with his power. Urgraz buries his displayed Gambeson to decrease damage taken to 0.
From increasing the damage dealt by 2, Urgraz draws 2 cards (Suurlahetas, Blessing of Mephistopheles).

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

Urgraz will be taking the second combat check to defeat The Killing Blade. If Salim passes his combat check, I would like the following roll to be BOTTED for me in his post...

Vampiric Backsword +3 {1d8+7+2d6+3} +
Discard top card of Salim's deck (if he doesn't mind; otherwise discard from Urgraz) {1d6+1} +
Discard Suurlahetas to add 2d6 {2d6} +
Divine Fortune + Steal Soul {1d6+1d4}.

Total Roll to bot: 1d8+7+2d6+3+1d6+1+2d6+1d6+1d4. 97.5% odds. He'll also topdeck his Vampiric Backsword for a heal.

If Urgraz still fails, then bury Blessing of the Lady of Graves (since he never played a blessing on his check) to add his Wisdom die (1d8) post-roll.

Urgraz wrote:

Hand: Corrosive Backsword +4, Blessing of Rovagug, Blessing of the Lady of Graves (Salim), Vampiric Backsword +3, Suurlahetas, Blessing of Mephistopheles,

Displayed: Spell Ward Shield, Divine Fortune, Steal Soul,
Deck: 10 Discard: 3 Buried: 6
"Notes: All of my cards are free to use.
(Blessings for support - Rovagug for 3 dice, Mephistopheles for 1 die or 2 dice at another location, Lady of Graves to add your Wisdom Die after a roll.)
(At my location - Divine Fortune always adds 1d6.)"


Deck Handler // Searching for: Armor 6

Recharge Quick-Change Mask and Vizier
BYA Constitution Diplomacy 12: 1d8 + 5 + 1d6 + 1d6 ⇒ (6) + 5 + (4) + (5) = 20

Reveal and discard Corrosive Backsword +4 and Recharge Sacred Killer
Combat 28: 1d8 + 6 + 3d6 + 4 + 1d6 + 1 + 1d6 ⇒ (3) + 6 + (2, 4, 2) + 4 + (1) + 1 + (4) = 27
Bury Blessing of the Lady of Graves
Add to Combat 27: 1d8 ⇒ 7

Discard Mass Cure for Urgraz’s Combat
Urgraz Combat 30: 1d8 + 7 + 2d6 + 3 + 1d6 + 1 + 2d6 + 1d6 + 1d4 ⇒ (3) + 7 + (6, 3) + 3 + (6) + 1 + (1, 1) + (2) + (3) = 36

Monster Defeat: Shuffle in Corrosive Backsword +4

Salim wrote:

Hand: Heister, Corrosive Backsword +4, Fiery Weapon, Fortune-Teller, Dreamstalker, Eyebiter, Vampiric Backsword +3,

Displayed:
Deck: 15 Discard: 1 Buried: 0
Notes: Fiery Weapon freely given

Skills and Powers:
SKILLS

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

Die Bumps: 2
Factions Favor: Grand Lodge □ You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
☑ Acquire an ally that lists Diplomacy in its check to acquire.
□ Close a location on the first turn of a scenario.
Favored Card: Weapon
Hand Size 5 ☑ 6 ☑ 7
Proficient with: Weapons Light Armors
Powers:
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. (□ If it is a weapon, you may put it on top of your deck instead)
☑ Add 1d4 (☑ 1d8) to your non-combat check against a bane. (□ or to your combat check against a bane that has the Outsider trait).
□ On your turn, you may banish a spell to summon and play a spell that has the Divine trait and an adventure deck number no greater than 2 (□4).
☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.)
□ Blessings that have the Pharasma trait played on your checks add d12 instead of the normal die.


Deck Handler // Searching for: Armor 6

End of Turn Examine on Warrens: Staff of Minor Healing


During This Adventure: Adventure Deck Number: 6
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
Additional Rules:

Villains:
Sharpening Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Vicious Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Killing Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location.

Henchmen:
Warden of Runes
Spoiler:
Henchman 6
Type: Monster
Traits: Giant
To Defeat: Combat 23
The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location.

To win the scenario, defeat any villain while all three villains are in the same location deck.
Turn: 8, Urgraz/Yewstance

Random Cards:

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

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

Spoiler:
Warden of Thunder
Monster 6
Traits:
Giant
To Defeat:
Combat 23 The Warden of Thunder is immune to the Electricity trait.
Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
Damage dealt by the Warden of Thunder is dealt to each character at this location.

Spoiler:
Skulking Vampire
Monster 6
Traits:
Rogue
Undead
Vampire
To Defeat:
Combat 22 The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.

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

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

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

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

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

Weapons
Spoiler:
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:
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:
Greatclub +3
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

Spells
Spoiler:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
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:
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:
Corrosive Storm
Spell 6
Traits:
Acid
Arcane
Attack
Magic To Acquire:
Intelligence
Arcane 12 Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Adamantine Plate Armor
Armor 6
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 14 Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Chainmail of Cold Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Cold damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Reflecting Shield
Armor 4
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 7 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Invincible Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to reduce damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Demon Armor
Armor 6
Traits:
Fire
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
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:
Boots of Teleportation
Item 6
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 9 Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

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

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

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

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

Blessings
Spoiler:
Blessing of 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 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 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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
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 3 /
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 4 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 13 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 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 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Location #1: Death Zone
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Mountain Peak
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/NathanDavis, Urgraz/Yewstance, At this location: At the end of your turn, you may examine the top card of an open location deck.

Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 3 ?: 2
Located/Displayed Here: Vicious Blade, Winged Shield, Skull Ripper, Crushing Door, Trapped Spellbook, Blessing of Abadar, Poison Blast, Headband of Alluring Charisma, Killing Blade

Ravenous Crypts of Gluttony Card 1:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Ravenous Crypts of Gluttony Card 2:
Headband of Alluring Charisma
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5 Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.

Ravenous Crypts of Gluttony Card 3:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

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

Ravenous Crypts of Gluttony 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 any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 6:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 7:
Vicious Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Ravenous Crypts of Gluttony 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.

Ravenous Crypts of Gluttony Card 9:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

Ravenous Crypts of Gluttony Card 10:
Killing Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.

Ravenous Crypts of Gluttony Card 11:
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #4: Deeper Dungeons
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ezren/Hawkmoon, Yoon/dinketry, Sharpened Blade

Warrens Card 1 (Staff of Minor Healing):
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.

Warrens Card 2:
Sharpening Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Warrens Card 3:
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.

Warrens Card 4 (Frost Worm):
Frost Worm
Monster 6
Traits:
Worm
To Defeat:
Combat 21 The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.


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

Off-Turn: Urgraz buries Blessing of the Lady of Graves (Salim), discards Suurlahetas and topdecks Vampiric Backsword +3 to randomly recharge Blessing of the Gods from his discard pile.

I also just realized I forgot that my Shield should've increased the difficulty of the Villain for Urgraz's check - but it didn't matter, he still would've passed.

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

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

Urgraz uses the Adventure 4 Reward, examining the top card of Salim's deck: Blessing of Eternal Rose.
Urgraz leaves it there.
Urgraz attempts to recharge Divine Fortune.
Divine 13: 1d8 + 4 + 1d6 + 1d4 ⇒ (3) + 4 + (4) + (2) = 13 -> Divine Fortune recharged.

Urgraz moves to the Warrens.
Urgraz takes his free exploration.

Warrens Card 1: 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.
Divine 7: 1d8 + 4 + 1d6 + 1d4 ⇒ (4) + 4 + (6) + (2) = 16 -> Staff of Minor Healing acquired.

Urgraz recharges Staff of Minor Healing to randomly recharge Suurlahetas from his discard pile.

Urgraz discards Blessing of Mephistopheles to explore his location.

Warrens Card 2: Sharpening Blade:

Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.
First: Temp closes occur, but there's none to make.
Second: A random monster is placed atop the Ravenous Crypts of Gluttony .
Third: Urgraz, Yoon and Ezren must make a Con/Fort 12 check or suffer 1d4 Electricity damage.

BYA: Urgraz makes a Constitution check in the hope of failing...
BYA: Constitution 12: 1d10 + 1d4 ⇒ (1) + (3) = 4 -> Good. Urgraz takes 1d4 Electricity damage.
BYA: Electricity Damage: 1d4 ⇒ 4 -> Oh, that ruins that plan. Very well, Urgraz won't increase the damage, and Spell Ward Shield decreases the damage taken by 4, to 0.

Urgraz reveals and additionally discards Corrosive Backsword +4 for the first combat check.
Difficulty Increase (Spell Ward Shield): 1d4 - 1 ⇒ (4) - 1 = 3 -> Difficulty is increased by 3.
Urgraz discards and additionally buries Blessing of Rovagug to draw Blessing of Mazmezz from his discard pile and add 3 dice to his check. For adding 3 dice, Urgraz banishes 1d6+1 blessings from the blessings deck...

Blessing Destruction: 1d6 + 1 ⇒ (5) + 1 = 6 -> Urgraz banishes the top 6 blessings of the blessings deck.
Combat 28+3: 4d8 + 7 + 3d6 + 4 + 1d4 ⇒ (3, 8, 1, 1) + 7 + (3, 1, 3) + 4 + (1) = 32 -> First combat check passed.

Urgraz requests that Ezren or Yoon take the second combat check to defeat Sharpening Blade.

Upon the peak of the mountain, having clambered up with the Inquisitor, Urgraz calls his challenge to the giants that think to stop them. When one appears to answer, it is driven away by spell, by fire and by the twin blades of Inquisitor and Antipaladin - a communion of dark fire that compares to even the magic of the Thassilonian Runelords.

But Urgraz was not content with simply matching one of the great beings in combat - he left Salim's side to chase them into their Warrens, hurtling himself down the mountain as a personal avalanche of furious chaos, his weapons spitting blood and acid as he tracks down one of the giants - the same, a different? Does it matter? - to fight, to wound, to murder.

Life is good.

After their (presumably successful) check, the location will be automatically closed and Urgraz will end his turn. In the meantime, turn paused.

Urgraz wrote:

Hand: Blessing of Mazmezz,

Displayed: Spell Ward Shield, Steal Soul,
Deck: 14 Discard: 3 Buried: 8
Notes: Blessing of Mazmezz will add 2 dice to a check against a monster, or 3 dice if everyone at Urgraz's location discards 1d4 cards as an additional cost.

Whoever takes this second check is very welcome to it, of course.

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5 [X] 6 [X] 7
Proficient with: All
Powers:
You may discard the top card of a character at your ([ ] or any) location's deck into her discard pile to add 1d6 ([X] +1) ([ ] +2) to your check.
When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.
You may discard ([X] or recharge) a card to ignore the Corrupted trait on a card you play until the end of the turn.
[X] When another character at your location would banish ([X] or bury) a card from her hand for its power, you may bury a boon to put that card in your hand.
[ ] When you would be dealt damage, another character at your ([ ] or any) location may be dealt that damage instead.

ADDITIONAL REWARDS:

Spoiler:

Adventure 4 Reward: For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.
Adventure 5 Reward: For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck.
Die Bumps remaining: 3


Ezren's Hand || Ezren's Deck

On Salim's turn:
1. Ezren healed 2.
2. Ezren buried Blessing of Lamashtu.
3. Ezren played Scrying. Next card is: Ride the Lightning. Draw it.
Acrane 12: 1d12 + 4 + 2 + 2 + 3 ⇒ (1) + 4 + 2 + 2 + 3 = 12
Scrying is recharged.

On Urgraz's turn:
BYA Constitution 12: 1d4 ⇒ 3
Electricity damage: 1d4 ⇒ 3
Ezren displays Ride the Lightning to reduce the Electricity damage to 0.
Next card is: Staff of Hungry Shadows. Can't draw it.
Ride the Lightning, Urgraz's Blessing of Mazmezz
Combat 30: 1d12 + 4 + 2 + 4d6 + 4 + 2 + 2d12 ⇒ (1) + 4 + 2 + (6, 3, 6, 6) + 4 + 2 + (7, 4) = 45
Success

Back to Ugraz.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+2
CHARISMA d6+1

Powers
HAND SIZE 7
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand (☐ or recharge it).
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) (☑3) (☐4)to your check to recharge a card.
☑If you play a spell to evade a monster, you may put the monster on the bottom of the deck.
☑Add 2 (☐ 4) to your check to acquire a spell (☑ or ally).
☐At the start of your turn, you may discard a card to draw a card.

Hand: Hrym, Robe of Runes, Invisibility, Volcanic Storm, Vreva Jhafae
Deck: 14 Discard: 4 Buried: 1 Displayed: 1
Notes: Reroll: Not Used, Die Bumps: 2/5


Ezren's Hand || Ezren's Deck

Correction....
Discard Hyrm, Invisibility, Ride the Lightning for damage.
Combat 30: 1d12 + 4 + 2 + 2 + 3d6 + 2d12 ⇒ (12) + 4 + 2 + 2 + (6, 6, 6) + (2, 4) = 44


During This Adventure: Adventure Deck Number: 6
Basic and Elite cards (except for Blessings) have been removed.

During This Scenario: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it.
Additional Rules:

Villains:
Sharpening Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Vicious Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Killing Blade
Spoiler:
Villain 6
Type: Monster
Traits: Giant
To Defeat: Combat 28 THEN Combat 30
The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location.

Henchmen:
Warden of Runes
Spoiler:
Henchman 6
Type: Monster
Traits: Giant
To Defeat: Combat 23
The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location.

To win the scenario, defeat any villain while all three villains are in the same location deck.
Turn: 9, Ezren/Hawkmoon

Random Cards:

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

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

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

Spoiler:
Warden of Thunder
Monster 6
Traits:
Giant
To Defeat:
Combat 23 The Warden of Thunder is immune to the Electricity trait.
Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
Damage dealt by the Warden of Thunder is dealt to each character at this location.

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

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

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

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

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

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

Spoiler:
Shock Greatsword +2
Weapon 6
Traits:
2-Handed
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spells
Spoiler:
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:
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:
Sign of Wrath
Spell 6
Traits:
Arcane
Attack
Divine
Force
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

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

Armors
Spoiler:
Magic Full Plate
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Studded Leather Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Breastplate of Fire Resistance
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Reflecting Shield
Armor 4
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 7 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Boots of Teleportation
Item 6
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 9 Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.

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

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

Allies
Spoiler:
Velociraptor
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 14 Discard this card to explore your location; add 2d6 to your combat checks during this exploration.

Spoiler:
Ayruzi
Ally 6
Traits:
Angel
Outsider To Acquire:
Charisma
Diplomacy 14 Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
Discard this card to add 1 die to a check, or to explore your location.
Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you by 4.

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

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

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

Blessings
Spoiler:
Blessing of 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

Blessings Remaining: 16

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of 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 Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Gozreh
Blessing 4
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Location #1: Death Zone
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Mountain Peak
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, At this location: At the end of your turn, you may examine the top card of an open location deck.

Location #3: Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 3 ?: 3
Located/Displayed Here: Vicious Blade, Winged Shield, Skull Ripper, Crushing Door, Trapped Spellbook, Blessing of Abadar, Poison Blast, Headband of Alluring Charisma, Killing Blade, Sharpened Blade

Ravenous Crypts of Gluttony Card 1:
Poison Blast
Spell 4
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

Ravenous Crypts of Gluttony Card 3:
Vicious Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage.
Combat damage dealt by the Vicious Blade is dealt to each character at this location.

Ravenous Crypts of Gluttony Card 4:
Crushing Door
Barrier 5
Traits:
Trap
To Defeat:
Dexterity
Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.

Ravenous Crypts of Gluttony Card 5:
Blessing of Nethys
Blessing 6
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ravenous Crypts of Gluttony Card 6:
Sharpening Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage.
Combat damage dealt by the Sharpened Blade is dealt to each character at this location.

Ravenous Crypts of Gluttony Card 7:
Troll
Monster 4
Traits:
Fighter
Giant
Troll
To Defeat:
Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.

Ravenous Crypts of Gluttony Card 8:
Killing Blade
Villain 6
Type: Monster
Traits:
Giant
To Defeat:
Combat 28
THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage.
Combat damage dealt by the Killing Blade is dealt to each character at this location.

Ravenous Crypts of Gluttony Card 9:
Headband of Alluring Charisma
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5 Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.

Ravenous Crypts of Gluttony 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.

Ravenous Crypts of Gluttony Card 11:
Winged Shield
Armor 5
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Ravenous Crypts of Gluttony Card 12:
Trapped Spellbook
Barrier 5
Traits:
Arcane
Cache
Trap
To Defeat:
Intelligence
Arcane
Wisdom
Divine 15 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, each character at this location is dealt 2d4 fire damage; banish this card.

Ravenous Crypts of Gluttony Card 13:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Location #4: Deeper Dungeons
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #5: Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Warrens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ezren/Hawkmoon, Yoon/dinketry, Urgraz/Yewstance,


Ezren's Hand || Ezren's Deck

Arcane 13: 1d12 + 4 + 2 + 3 + 2 ⇒ (6) + 4 + 2 + 3 + 2 = 17
Volcanic Storm recharged.

On my turn, I'll just move the to the Ravenous Crypt and end my turn.

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+2
CHARISMA d6+1

Powers
HAND SIZE 7
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand (☐ or recharge it).
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) (☑3) (☐4)to your check to recharge a card.
☑If you play a spell to evade a monster, you may put the monster on the bottom of the deck.
☑Add 2 (☐ 4) to your check to acquire a spell (☑ or ally).
☐At the start of your turn, you may discard a card to draw a card.

Hand: Robe of Runes, Staff of Hungry Shadows, Bewilder, Haste, Mistform, Object Reading, Elyana, Secret Broker, Vreva Jhafae
Deck: 10 Discard: 7 Buried: 1 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 2/5


Ezren's Hand || Ezren's Deck

On the next turn, I play Object Reading...

Poison Blast
Blessing of Abadar
Vicious Blade

I'm assuming we want to put the villain on top.

Next card is: Swipe. Draw it.

Arcane 11: 1d12 + 4 + 2 + 3 + 2 ⇒ (8) + 4 + 2 + 3 + 2 = 19

Ezren wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d4
INTELLIGENCE d12+4
-ARCANE: INTELLIGENCE +2
-KNOWLEDGE: INTELLIGENCE +2
WISDOM d8+2
CHARISMA d6+1

Powers
HAND SIZE 7
After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand (☐ or recharge it).
If you acquire a card with the Magic trait during an exploration, you may immediately explore again.
☑Add 1 ( ☑2) (☑3) (☐4)to your check to recharge a card.
☑If you play a spell to evade a monster, you may put the monster on the bottom of the deck.
☑Add 2 (☐ 4) to your check to acquire a spell (☑ or ally).
☐At the start of your turn, you may discard a card to draw a card.

Hand: Robe of Runes, Staff of Hungry Shadows, Bewilder, Haste, Mistform, Swipe, Elyana, Secret Broker, Vreva Jhafae
Deck: 8 Discard: 7 Buried: 1 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 2/5

I've got a lot of potential help for the villain (depending on how much damage I take).

Staff of Hungry Shadows: Diff reduce by 1d12
Swipe: Diff reduce by 3.


Yoon Deck Handler

Top card of hourglass: Blessing of Gorum. Seems appropriate. Move to Ravenous Crypts of Gluttony.

Yoon grins with delight as she sees the cold-wielding ice giant approaching her small form.

”Oh I GOT this!” she says joyfully.

Before encountering the villain, display Pyrokinesis. Because that spell invokes the Fire trait, display Goblin Fire Drum as well. Now Ezren and she may add 1 die and the Fire trait to all combat checks, and may recharge a card to add another 1d12 to a combat check.

Yoon looks at Ezren. ”Ladies first, right?”

Encounter Vicious Blade. Use Blessing of Chaldira Z for this.

Fortitude (12) Check: 2d10 + 4 + 2 ⇒ (9, 1) + 4 + 2 = 16 SUCCESS!

Would Ezren use his Staff of Hungry Shadows here, please? I’ll recharge Aegis of Recovery for a boost (1d12) and reveal Vril Staff for a further boost (1d6).

Staff DC Reduction: 1d12 ⇒ 8
Combat (28-8=20) Check: 2d10 + 4 + 2 + 1d12 + 1d6 ⇒ (8, 1) + 4 + 2 + (5) + (1) = 21 SUCCESS!

The waifish Yoon dances toe-to-toe with the icy monstrosity, singeing it when it gets close but barely ducking its huge chilled blade as well. All the while, she keeps up a maddening beat on the strange goblinoid bongo drum.

Urgraz, please unleash Mazzmezz for two dice. Recharge Aspect of the Bull for a boost and discard Vril Staff for a boosted boost.

Combat (30) Check: 2d10 + 4 + 2 + 2d10 + 1d12 + 1d6 + 1d8 ⇒ (5, 1) + 4 + 2 + (6, 4) + (1) + (1) + (6) = 30 Wow. So close. SUCCESS!

Yoon begins to glow orange, then red, then yellow, then white-hot as she whistles and twists around the massive giant. Blisters begin to pop up on the sweating giant as it desperately tries to hack down the little girl. Missing again and again, the monster groans in pain as bits of its flesh begin to bubble and smoke. Minutes later small fires are catching alight on the giant’s skin, and other areas of his flesh are dripping off his form, a molten pool of blood and ichor forming at its feet. A poorly-timed slash throws the giant off-balance, and it slips in its own boiled-off flesh, crashing to the scorched earth. Its form immediately ignites in crackling flames and the giant howls, but its yells soon choke off as super-heated black smoke puffs out of its incendiary lungs. Choking on its own charred internal organs, the entire giant bursts into a fireball of flames, burning with a blindingly bright intensity as Yoon laughs and giggles with glee, the silly girl untouched by the hellfire. With a whoooooomp! the flames black out, leaving naught but a giant greasy black spot on the ground where the towering foe once stood. Only then does Yoon’s crazed drum beat cease.

WE WIN!!!


The Blades of Alaznist have fallen! You may have defeated them, but your group is still in a sore spot. Mayala and Brynne are exhausted, Rolf looks traumatized, and Vera keeps mumbling incoherently. You’ve got to get them off of Rivenrake Island, and your new friends seem nothing but pleased with that plan.

But you’re far from leaving empty handed. The adventures you’ve had! The knowledge you’ve learned! The treasure you’ve grabbed! Even if it did almost kill you—multiple times—Hollow Mountain was all you expected and more. One day, perhaps you’ll return; after all, you’ve survived the Runelord of Wrath’s worst. The next challenge awaits!

REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Robes of Xin-Shalast. At the end of each scenario, return the loot to the game box.

Robes of Xin-Shalast:
Loot 6
Type: Item
Traits: Clothing Magic Sihedron
To Acquire:
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.

ADVENTURE REWARD
Each player unlocks the ability to play Mavaro from the Mummy’s Mask Character Add-On Deck using the Inquisitor Class Deck.

ADVENTURE PATH REWARD
Each player chooses one of his Pathfinder Society Adventure Card Guild characters. That character may treat the loot Runewell’s Echo as if it is in his Class Deck box.

Runewell's Echo:
Loot P
Type: Blessing
Traits: Divine Blessing Lissala
To Acquire:
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.

DIE BUMP
All characters earn 1 die bump.

ACQUIRED CARDS

  • Sacred Killer (Ally 5)
  • Lizard (Ally 4)

  • Arrow Catching Studded Leather (Armor 2)

  • Blessing of Lamashtu (Blessing 1)
  • Blessing of the Gods (Blessing B)

  • Staff of Minor Healing (Item 1)

  • Dominate (Spell 6)
  • Invoke (Spell 6)
  • Restoration (Spell 4)
  • Mass Cure (Spell 4)
  • Haste (Spell 2)
  • Consecration (Spell 2)
  • Speed (Spell 1)
  • Fiery Weapon (Spell 1)
  • Augury (Spell B)
  • Detect Evil (Spell B)


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

As the last of the so-called 'Blades' is flung from the mountain; charred and broken, its compatriots already left as bloody messes and greasy smears, Urgraz laughs and laughs and laughs. Standing upon this vast peak, on the ruins of great Thassilon, he has proven his power beyond any measure. The glorious corruption of Mazmezz now infuses every inch of the mountain; claiming these ruins under a new dark liege!

Salim... The Inquisitor's mind has been forever twisted. Pharasma may whisper all she likes, but the Inquisitor will never forget the greater, darker power he's tasted. The Lady of Graves' influence is weaker than ever before, and perhaps now Salim will not be able to tell the difference between the words of the God he unwillingly follows, and the twisted echoes of a Demon's influence. Such chaos that can be wrought as Mazmezz's web of chaos is weaved through Pharasma's threads of fate!

Urgraz only regrets that the plan has worked all too-well - for Salim to continue to sow chaos, he must live. For now.

Yoon... Such power, such ferocity. The Antipaladin may choose to travel with her further yet. A small prod her, a suggestion there... she may become a tool too valuable to let slip from his hands.

Ezren... Surely the mission would have been a failure without the depths of his knowledge, his spells, his wisdom. But he has remained resilient to Urgraz's corruption, much to the Antipaladin's secret glee. When this is over, as the group goes their separate ways; Urgraz will give Ezren one last gift in secret. A truth the Wizard never dared to learn - one that threatens to break their very mind. Only as Ezren struggles to conceive of the reality the Antipaladin presents - only then will Urgraz's magic paralyze the old man, and his mailed fist choke the life from him.

Surely the wizard would not have the strength to oppose him - would he even wish to, at that point? Only one way to find out for certain.

Corruption, Manipulation and Murder. Urgraz's treachery will be complete.

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