[ACG] [CaG] Season of the Righteous by redeux (Inactive)

Game Master redeux

CHRONICLE SHEETS ARE LOCATED HERE

THIS CAMPAIGN IS INACTIVE, PM ME IF YOU NEED SOMETHING.

Turn order:

Ramexes/Merisial
Nyctessa/Agent Eclipse
Amaryllis/EmpTyger
Uliah/Akaitora
Adventure Deck Number = 7 (10 for banes)


751 to 800 of 1,779 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

Uliah's Deck Handler

Alright, let's get this ball rolling! Since I have Augury in my hand, let's try and filter this location out. I'll cast it and choose Monster. Hopefully I can catch only regular monsters and put some boons up top.

I find a Giant Fly, Cold Iron Mace +1 and Blessing of Torag. I shuffle the location and then put the Giant Fly in the bottom.

Recharging Augury Divine DC 8: 1d10 + 6 ⇒ (2) + 6 = 8

I will then explore:

Random Card to explore: 1d9 + 1 ⇒ (3) + 1 = 4

I find a spell "Enchanted Fang", DC 5, which I auto-acquire with 1d10+6. Then, I'm going to discard my Blessing of Sarenrae to explore again. I'll re-roll if I get another 4.

Random Card to explore: 1d9 + 1 ⇒ (1) + 1 = 2

The cold-iron Mace. Nice! Those are pretty good and I auto-acquire it with my Melee skill of 1d6+7.

No other ways to explore, so I'll end my turn here. Before I reset my hand, I will discard my Cold Iron Greatsword and the Blood Periapt.

Uliah wrote:

Hand: Cold Iron Mace +1, Blessing of the Gods 4, Acidic Greatsword+1, Enchanted Fang, Bound Elemental, Captain Oparal,

Displayed:
Deck: 11 Discard: 3 Buried: 0
"Notes: -Feel free to use my blessings to close locations or defeat henchmen. Please ask me otherwise.
"
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 []+3
STR Mythic bonus: +3
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 [X]+2 [X]+3 []+4
Divine: Wisdom +3
CHARISMA d8 [X]+1 []+2 []+3 []+4
CHA Mythic bonus: +3
Diplomacy: Charisma +2

Hand Size 5 [X]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [] or an ally) to add 1d4 ( [X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


Box Runner

During This Adventure: The servitor demon is the henchman Shadow Demon.

Shadow Demon:
Shadow Demon
Henchman Monster 3

Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario:
• When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Cohorts:

Captain Oparal:

Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

Radovan Virholt:

Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Displayed Next to Scenario: Compelling Offer

Spoiler:
Barrier 3
Traits
Temptation
Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Random Monsters:
Monster 1
Spoiler:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Monster 2
Spoiler:
Betrayal Demon
Monster 2

Traits
Outsider
Demon

Check
Combat
16

Powers
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

Monster 3
Spoiler:
Worm Demon
Monster B

Traits
Outsider
Undead
Demon

Check
Combat
10

Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.

Monster 4
Spoiler:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Monster 5
Spoiler:
Mandragora
Monster 1

Traits
Plant

Check
Combat
11

Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Random Barriers:
Barrier 1
Spoiler:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 2
Spoiler:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Spiked Pit Trap
Barrier B

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Barrier 4
Spoiler:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 5
Spoiler:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Random Weapons:
Weapon 1
Spoiler:
Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 2
Spoiler:
Scizore
Weapon C

Traits
Scizore
Shield
Melee
Piercing
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

Weapon 3
Spoiler:
Cold Iron Longsword
Weapon 1

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Rod of the Viper
Weapon 3

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks.

Weapon 5
Spoiler:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Random Spells:
Spell 1
Spoiler:
Life Drain
Spell 1

Traits
Magic
Arcane
Divine
Attack
Healing
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your 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 9 or Divine 11 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Dismissal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Veteran

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8

Powers
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Lightning Touch
Spell C

Traits
Magic
Arcane
Attack
Electricity
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Mirror Image
Spell B

Traits
Magic
Arcane

Check
Intelligence
Arcane
6

Powers
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Scorching Ray
Spell 1

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Hide Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 2
Spoiler:
Magic Scale Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Commander's Field Plate
Armor 2

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
Charisma
8

Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
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 proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Armor of the Pious
Armor 2

Traits
Heavy Armor
Magic
Healing

Check
Constitution
Fortitude
8

Powers
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Trapsmith Gloves
Item B

Traits
Accessory
Magic
Basic

Check
Dexterity
Disable
7

Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

Item 2
Spoiler:
Caltrop Bead
Item B

Traits
Object
Magic
Basic

Check
Dexterity
6

Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Item 3
Spoiler:
Wand of Paralyze
Item B

Traits
Wand
Attack
Magic
Arcane
Divine
Mental

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.

Item 4
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 5
Spoiler:
Nectar of the Gods
Item B

Traits
Liquid
Mythic

Check
Wisdom
Divine
9

Powers
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.

Random Allies:
Ally 1
Spoiler:
Researcher
Ally B

Traits
Human
Hireling
Basic

Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.

Ally 2
Spoiler:
Teamster
Ally B

Traits
Human
Hireling
Basic

Check
Constitution
Fortitude
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.

Ally 3
Spoiler:
Bat
Ally B

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Ally 4
Spoiler:
Kamilo Dann
Ally 2

Traits
Human
Soldier

Check
None
0

Powers
When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
Discard this card to add 1d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

Ally 5
Spoiler:
Scribe
Ally 2

Traits
Human
Hireling

Check
Intelligence
Knowledge
Charisma
Diplomacy
9

Powers
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.

Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessing 2
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessing 3
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessing 4
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessing 5
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Turn: 4 Ramexes/Merisial

Top of Blessing Discard Pile: Blessing of Abraxas

Top Blessing:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessings Remaining: 26
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 5 Nyctessa)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 2 (Turn 6 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 3 (Turn 7 Uliah)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 8 Ramexes)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 5 (Turn 9 Nyctessa)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 6 (Turn 10 Amaryllis)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 7 (Turn 11 Uliah)
Spoiler:
Blessing of Abraxas
Blessing C

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 8 (Turn 12 Ramexes)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 13 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 10 (Turn 14 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 11 (Turn 15 Uliah)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 16 Ramexes)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 13 (Turn 17 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 14 (Turn 18 Amaryllis)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 15 (Turn 19 Uliah)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 16 (Turn 20 Ramexes)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 17 (Turn 21 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 18 (Turn 22 Amaryllis)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 19 (Turn 23 Uliah)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 24 Ramexes)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 25 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 22 (Turn 26 Amaryllis)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 (Turn 27 Uliah)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 24 (Turn 28 Ramexes)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 25 (Turn 29 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 26 (Turn 30 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card then bury a card.
When Permanently Closed: No effect.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Ramexes

Cemetery Card 1:
Cambion
Monster B

Traits
Outsider
Demon
Elite

Check
Combat
12

Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.

Cemetery Card 2:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

Cemetery Card 3:
Demonic Horde
Barrier C

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Cemetery Card 4:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Cemetery Card 5:
Heavy Pick
Weapon C

Traits
Pick
Melee
Piercing
Basic

Check
Strength
Melee
6

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

Cemetery Card 6:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cemetery Card 7:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Cemetery Card 8:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Cemetery Card 9:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Cemetery Card 10:
Archer's Bracers
Item B

Traits
Accessory
Magic
Elite

Check
Dexterity
Ranged
7

Powers
Reveal this card to add 2 to your Ranged combat check.

Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M:3 Ba:0 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:1 ?:1
Located here: Amaryllis

Paradise Hill Card 1:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.

Paradise Hill Card 2:
Fireblade
Spell C

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Paradise Hill Card 3:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

Paradise Hill Card 4:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Paradise Hill Card 5:
Wand of Sacred Weapon
Item 2

Traits
Wand
Attack
Divine
Magic

Check
Wisdom
Divine
10

Powers
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Paradise Hill Card 6:
Exorcism Kit
Item B

Traits
Tool
Veteran

Check
Wisdom
Divine
8

Powers
Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

Paradise Hill Card 7:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Paradise Hill Card 8:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Paradise Hill Card 9:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Paradise Hill Card 10:
Codex
Item C

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficult of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:2 ?:1

Temple of Iomedae Card 1:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Temple of Iomedae Card 2:
Skirmishing Spear
Weapon 3

Traits
Spear
Ranged
Piercing
Magic
Mythic
Veteran

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

Temple of Iomedae Card 3:
Druid of the Leaf
Ally 3

Traits
Human
Druid
Veteran

Check
Perception
7
OR
Charisma
Diplomacy
9

Powers
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Nyctessa

Forsaken Cloister Card 1:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Forsaken Cloister Card 2:
Berbalang
Monster 2

Traits
Undead
Incorporeal

Check
Combat
18

Powers
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.

Forsaken Cloister Card 3:
Agility
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Forsaken Cloister Card 4:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Forsaken Cloister Card 5:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Forsaken Cloister Card 6:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Forsaken Cloister Card 7:
Riding Horse
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Forsaken Cloister Card 8:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

Powers
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Yes, it's intentional it only has 6 cards

Maze Card 1:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

Maze Card 2:
Sage's Journal
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Maze Card 3:
Corrupted Crusaders
Barrier B

Traits
Cache
Skirmish
Basic

Check
None
0

Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Maze Card 4:
Carrion Golem
Monster B

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Maze Card 5:
Stalking Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Maze Card 6:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Family Tomb
At This Location: When a character at this location dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examin the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Uliah

Family Tomb Card 1:
Hag Coven
Villain Monster 3

Traits
Hag

Check
Combat
24
OR
Knowledge
Perception
15

Powers
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Family Tomb Card 2:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Family Tomb Card 3:
Blessing of Torag
Blessing C

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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.

Family Tomb Card 4:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Family Tomb Card 5:
Padded Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Family Tomb Card 6:
Pure Holy Water
Item 3

Traits
Liquid
Magic
Divine

Check
Craft
Wisdom
Divine
12

Powers
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Family Tomb Card 7:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Family Tomb Card 8 - Giant Fly:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.


Remember kill a monster examine next 3 cards deck handler

Ramexes explores and finds a cambion demon

He eschews spells and shows him a nasty sword

combat 12: 1d8 + 9 + 1d10 + 1 ⇒ (6) + 9 + (5) + 1 = 21

He asks the druid to explore further

The druid lights up an incubus with his flames

combat 15: 4 + 1d8 + 9 + 1d10 + 1 ⇒ 4 + (3) + 9 + (10) + 1 = 27

Ramexes slices his target in two

He sends the apprentic ahead and encounters a demonic horde

1 Ramexes 2 amaryllis 3 Nyctessa 4 Ulliah

4d4 ⇒ (3, 4, 3, 1) = 11

Recharging Eloquence for an extra d8 on my combat check

combat 20: 2d8 + 9 + 1d10 + 1 ⇒ (8, 6) + 9 + (9) + 1 = 33

Sorry Nyctessa Blessing of Pharasma is available to you if it helps


Uliah's Deck Handler

I just realized none of my weapons are good against the Shadow demon except the Cold Iron Mace +1 I randomly picked up. Phew! I'll go ahead and use that, as well as revealing Captain Oparal to add a d6.

Melee DC 20: 2d6 + 2d4 + 7 ⇒ (4, 3) + (4, 4) + 7 = 22

Nice!

As Uliah is looking through some ancient looking weapons in a nearby, abandoned tomb, the shadows materialize and attempt to ambush Uliah and Captain Oparal. It is not long before Uliah realizes his weapon isn't doing much to the shadow creature. In an act of desperation, he uses one of the weapons lying nearby which, to his surprise, manages to banish the demon.

Uliah wrote:

Hand: Blessing of the Gods 4, Acidic Greatsword+1, Enchanted Fang, Bound Elemental, Captain Oparal,

Displayed:
Deck: 12 Discard: 3 Buried: 0
"Notes: -Feel free to use my blessings to close locations or defeat henchmen. Please ask me otherwise.
"
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 []+3
STR Mythic bonus: +3
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 [X]+2 [X]+3 []+4
Divine: Wisdom +3
CHARISMA d8 [X]+1 []+2 []+3 []+4
CHA Mythic bonus: +3
Diplomacy: Charisma +2

Hand Size 5 [X]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [] or an ally) to add 1d4 ( [X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Dark Archive

Deck Handler

Shadow Demon x2:

Henchman Monster 3
Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.


Reveal Hungering Staff. Discard Black Spot. Recharge Blessing of The Archdevils.
Combat 20: 1d10 + 4 + 2 + 1d6 + 2 + 1d6 + 1 + 1d10 ⇒ (4) + 4 + 2 + (2) + 2 + (4) + 1 + (4) = 23 Success! Shadow Demon Acquired.
Reveal Hungering Staff. Banish Shadow Demon. Discard Blessing of Baphomet.
Combat 20: 1d10 + 4 + 2 + 1d6 + 2 + 3d4 + 1d10 ⇒ (6) + 4 + 2 + (1) + 2 + (2, 3, 1) + (5) = 26 Success! Shadow Demon Acquired.

Nyctessa wrote:

Hand: Bracers of Protection, Animated Zombie, Shadow Demon 3, Hungering Staff, Jeggare,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes:
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [X] +2 [X] +3 [X] +4
INT Mythic Bonus: +3
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Charisma d8 [X] +1 [ ] +2
CHA Mythic Bonus: +3

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
When you defeat a monster and would banish it, you may draw it instead.
You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 ([X] or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster ([X] or to acquire an ally).
Once per turn, if you are required to remove cards from your deck and you don't have enought, you do not die.
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Archmage
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


Remember kill a monster examine next 3 cards deck handler

With the demonic horde defeated Ramexes presses on (burying druid to explore)

Blessing of Abadar auto acquired

Buries Apprentice to find a heavy pick which he ignores (banished?)

Ends turn and resets hand

Ramexes wrote:

Hand: Blessing of abadar, Frog, BoAbadar, Bastard sword +1, Blessing of Pharasma, BotGods 1,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: CH 1 die bump usedBlessing available
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 []+3 []+4
CHA Mythic Bonus: +3
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card ( [] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [ ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter).
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


Box Runner

During This Adventure: The servitor demon is the henchman Shadow Demon.

Shadow Demon:
Shadow Demon
Henchman Monster 3

Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario:
• When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Cohorts:

Captain Oparal:

Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

Radovan Virholt:

Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Displayed Next to Scenario:

Compelling Offer:
Barrier 3
Traits
Temptation
Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Random Monsters:
Monster 1
Spoiler:
Mongrel Ranger
Monster C

Traits
Mongrel
Ranger
Elite

Check
Combat
0

Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.

Monster 2
Spoiler:
Worm Demon
Monster B

Traits
Outsider
Undead
Demon

Check
Combat
10

Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.

Monster 3
Spoiler:
Mandragora
Monster 1

Traits
Plant

Check
Combat
11

Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Monster 4
Spoiler:
Spectre
Monster 2

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Monster 5
Spoiler:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Random Barriers:
Barrier 1
Spoiler:
Corrupted Crusaders
Barrier C

Traits
Cache
Skirmish
Basic

Check
None
0

Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Barrier 2
Spoiler:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Barrier 3
Spoiler:
Telekinesis Trap
Barrier 2

Traits
Trap
Arcane
Magic
Elite

Check
Arcane
Divine
12
OR
Constitution
Disable
9

Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

Barrier 4
Spoiler:
Temptation of Attraction
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 5
Spoiler:
Glimmer of Hope
Barrier 3

Traits
Temptation

Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Random Weapons:
Weapon 1
Spoiler:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Weapon 2
Spoiler:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 3
Spoiler:
Unholy Aspergillum +3
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite

Check
Strength
Melee
9

Powers
If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 4
Spoiler:
Skirmishing Spear
Weapon 3

Traits
Spear
Ranged
Piercing
Magic
Mythic
Veteran

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

Weapon 5
Spoiler:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

Powers
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.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Random Spells:
Spell 1
Spoiler:
Burst Bonds
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
5

Powers
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Weapon of Awe
Spell 1

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3
Spoiler:
Sagacity
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Wisdom checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 4
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Life Drain
Spell 1

Traits
Magic
Arcane
Divine
Attack
Healing
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your 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 9 or Divine 11 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Padded Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Magic Padded Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
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.

Armor 4
Spoiler:
Magic Half-Plate
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Spiked Plate
Armor 3

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
8

Powers
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 2
Spoiler:
Abyssal Traveler's Kit
Item B

Traits
Tool

Check
Intelligence
Knowledge
7

Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.

Item 3
Spoiler:
Mist Horn
Item 1

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
9

Powers
Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

Item 4
Spoiler:
Horn of Assured Victory
Item 2

Traits
Instrument
Magic

Check
Constitution
Fortitude
7

Powers
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Item 5
Spoiler:
Trapsmith Gloves
Item B

Traits
Accessory
Magic
Basic

Check
Dexterity
Disable
7

Powers
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

Random Allies:
Ally 1
Spoiler:
Caravan Guard
Ally B

Traits
Human
Hireling
Elite

Check
Bury an armor

OR
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Ally 2
Spoiler:
Athlete
Ally B

Traits
Human
Hireling
Basic

Check
Dexterity
Acrobatics
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location.

Ally 3
Spoiler:
Blackwing Librarian
Ally B

Traits
Human
Wizard
Basic

Check
Intelligence
Knowledge
6
OR
Diplomacy
8

Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.

Ally 4
Spoiler:
Minotaur Mercenary
Ally 2

Traits
Minotaur
Hireling
Elite

Check
Banish a
weapon
0

Powers
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

Ally 5
Spoiler:
Wolf
Ally 2

Traits
Animal

Check
Wisdom
Survival
8

Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessing 2
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessing 3
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessing 4
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessing 5
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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.

Turn: 5 Nyctessa/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Baphomet

Top Blessing:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessings Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 6 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 2 (Turn 7 Uliah)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 8 Ramexes)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 4 (Turn 9 Nyctessa)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 5 (Turn 10 Amaryllis)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 6 (Turn 11 Uliah)
Spoiler:
Blessing of Abraxas
Blessing C

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 7 (Turn 12 Ramexes)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 13 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 9 (Turn 14 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 10 (Turn 15 Uliah)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 16 Ramexes)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 12 (Turn 17 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 13 (Turn 18 Amaryllis)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 14 (Turn 19 Uliah)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 15 (Turn 20 Ramexes)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 16 (Turn 21 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 17 (Turn 22 Amaryllis)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 18 (Turn 23 Uliah)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 24 Ramexes)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 25 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 21 (Turn 26 Amaryllis)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 (Turn 27 Uliah)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 23 (Turn 28 Ramexes)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 24 (Turn 29 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 25 (Turn 30 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card then bury a card.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Ramexes

Cemetery Card 1:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cemetery Card 2:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Cemetery Card 3:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Cemetery Card 4:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Cemetery Card 5:
Archer's Bracers
Item B

Traits
Accessory
Magic
Elite

Check
Dexterity
Ranged
7

Powers
Reveal this card to add 2 to your Ranged combat check.

Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M:3 Ba:0 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:1 ?:1
Located here: Amaryllis

Paradise Hill Card 1:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.

Paradise Hill Card 2:
Fireblade
Spell C

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Paradise Hill Card 3:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

Paradise Hill Card 4:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Paradise Hill Card 5:
Wand of Sacred Weapon
Item 2

Traits
Wand
Attack
Divine
Magic

Check
Wisdom
Divine
10

Powers
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Paradise Hill Card 6:
Exorcism Kit
Item B

Traits
Tool
Veteran

Check
Wisdom
Divine
8

Powers
Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

Paradise Hill Card 7:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Paradise Hill Card 8:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Paradise Hill Card 9:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Paradise Hill Card 10:
Codex
Item C

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficult of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:2 ?:1

Temple of Iomedae Card 1:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Temple of Iomedae Card 2:
Skirmishing Spear
Weapon 3

Traits
Spear
Ranged
Piercing
Magic
Mythic
Veteran

Check
Dexterity
Ranged
15

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

Temple of Iomedae Card 3:
Druid of the Leaf
Ally 3

Traits
Human
Druid
Veteran

Check
Perception
7
OR
Charisma
Diplomacy
9

Powers
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Nyctessa

Forsaken Cloister Card 1:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Forsaken Cloister Card 2:
Berbalang
Monster 2

Traits
Undead
Incorporeal

Check
Combat
18

Powers
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.

Forsaken Cloister Card 3:
Agility
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Forsaken Cloister Card 4:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Forsaken Cloister Card 5:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Forsaken Cloister Card 6:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Forsaken Cloister Card 7:
Riding Horse
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Forsaken Cloister Card 8:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

Powers
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Yes, it's intentional it only has 6 cards

Maze Card 1:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

Maze Card 2:
Sage's Journal
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Maze Card 3:
Corrupted Crusaders
Barrier B

Traits
Cache
Skirmish
Basic

Check
None
0

Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Maze Card 4:
Carrion Golem
Monster B

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Maze Card 5:
Stalking Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Maze Card 6:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Family Tomb
At This Location: When a character at this location dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examin the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Uliah

Family Tomb Card 1:
Hag Coven
Villain Monster 3

Traits
Hag

Check
Combat
24
OR
Knowledge
Perception
15

Powers
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Family Tomb Card 2:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Family Tomb Card 3:
Blessing of Torag
Blessing C

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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.

Family Tomb Card 4:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Family Tomb Card 5:
Padded Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Family Tomb Card 6:
Pure Holy Water
Item 3

Traits
Liquid
Magic
Divine

Check
Craft
Wisdom
Divine
12

Powers
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Family Tomb Card 7:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Family Tomb Card 8 - Giant Fly:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Dark Archive

Deck Handler

Explore Forsaken Cloister Card 1: Blessing of Abadar.

Spoiler:

Blessing C
Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Dexterity: 1d6 ⇒ 1

Discard Animated Zombie to Explore FC Card 2: Berbalang

Spoiler:

Monster 2
Traits
Undead
Incorporeal

Check
Combat
18

Powers
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.


Reveal Hungering Staff. Recharge Shadow Demon.
Combat 18: 1d10 + 4 + 2 + 1d6 + 2 + 2d4 ⇒ (9) + 4 + 2 + (6) + 2 + (4, 4) = 31 Success! Berbalang Acquired.

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Bracers of Protection, Berbalang 2, Animated Skeleton, Hungry Ghost Monk, Hungering Staff, Jeggare,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes:
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [X] +2 [X] +3 [X] +4
INT Mythic Bonus: +3
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Charisma d8 [X] +1 [ ] +2
CHA Mythic Bonus: +3

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
When you defeat a monster and would banish it, you may draw it instead.
You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 ([X] or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster ([X] or to acquire an ally).
Once per turn, if you are required to remove cards from your deck and you don't have enought, you do not die.
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Archmage
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Moving to Temple of Iomedae.
Exploring Temple of Iomedae 1: Grimslake

Grimslake:
Henchman Monster 3

Traits
Aberration
Check
Combat
22
OR
Survival
12
Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.


Fortitude 8: 1d8 + 3 ⇒ (7) + 3 = 10
Discarding Force Missile, using 1 mythic charge
Combat 22: 1d20 + 8 + 2d4 ⇒ (20) + 8 + (4, 3) = 35
Grimslake is banished
Arcane 6: 1d12 + 7 ⇒ (11) + 7 = 18
Force Missile is recharged
Amaryllis heard screaming and returned to the temple. A giant worm was attacking! The grimslake tried to impale the sorcerer with its tail, but she withstood the attack and pummeled it with magic missiles.

Pausing to ask about closing location

Amaryllis wrote:

Hand: Good Omen, Scale Mail, Blessing of Abraxas, Banner of Valor, Frostbite, Radovan Virholt,

Displayed:
Deck: 15 Discard: 1 Buried: 2
Notes:
Ask before using: Blessing of Abraxas (+1 die/+2 dice if Arcane or Divine); Good Omen (+4 to closing or to acquire boon)
Can use without asking: Banner of Valor (display at a location for +1d8 vs demon banes); Good Omen if for Boon 3 or closing; Radovan (reveal for +1d6 Disable, Ranged, Stealth at my location/recharge to prevent 2 Combat or all Fire or Poison)
Mythic Charges: 1

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +1
Dexterity d8 [X] +1 [] +2 [] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +1
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice.  You must take the second result.
At the end of your turn, after ([] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 2
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(Resuming turn)
Keeping Temple of Iomedae open.
Discarding Blessing of Abraxas to explore Temple of Iomedae 2: Skirmishing Spear

Skirmishing Spear:
Weapon 3

Traits
Spear
Ranged
Piercing
Magic
Mythic
Veteran
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.


Using Good Omen and Ramaxes’s Blessing of Pharasma
Dexterity 15: 3d8 + 1 + 4 ⇒ (3, 3, 1) + 1 + 4 = 12
Burying Scale Mail to reroll
Dexterity 15: 3d8 + 1 + 4 ⇒ (1, 1, 4) + 1 + 4 = 11
Skirmishing Spear is banished. Recharging Good Omen
Arcane 8: 1d12 + 7 ⇒ (8) + 7 = 15
Good Omen is recharged
Amaryllis was feeling cocky from her victory, and asked the temple priest for one of Iomedae’s holy weapons. But the priest rebuked her. “You cloak yourself in the garb of foreign gods. Your hands are not for this spear.” Chastened, Amaryllis withdrew. “Guess I need to change my garb,” she thought, abandoning her armor.

Ending turn. Recharging hand

At the start of Uliah’s turn, recharging Surgeon to cure Recruit
Glissa reassured Amaryllis. “That priest doesn’t know what he’s talking about. You’re awesome!” Amaryllis did feel better at her friend’s words.

Amaryllis wrote:

Hand: Frost Ray, Surgeon, Blessing of Shax, Banner of Valor, Blessing of the Gods, Frostbite, Radovan Virholt,

Displayed:
Deck: 14 12 Discard: 1 2 Buried: 3
Notes:
Ask before using: Blessing of the Gods, Blessing of Shax (+1 die/+2 dice if Combat STR or DEX)
Can use without asking: Banner of Valor (display at a location for +1d8 vs demon banes); Radovan (reveal for +1d6 Disable, Ranged, Stealth at my location/recharge to prevent 2 Combat or all Fire or Poison)
Mythic Charges: 1

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +1
Dexterity d8 [X] +1 [] +2 [] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +1
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice.  You must take the second result.
At the end of your turn, after ([] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 2
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Box Runner

During This Adventure: The servitor demon is the henchman Shadow Demon.

Shadow Demon:
Shadow Demon
Henchman Monster 3

Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario:
• When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Cohorts:

Captain Oparal:

Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

Radovan Virholt:

Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Displayed Next to Scenario:

Compelling Offer:
Barrier 3
Traits
Temptation
Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Random Monsters:
Monster 1
Spoiler:
Incubus
Monster 2

Traits
Outsider
Demon

Check
Combat
15

Powers
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

Monster 2
Spoiler:
Pitborn Scoundrel
Monster B

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Monster 3
Spoiler:
Man-Eating Aurochs
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.

Monster 4
Spoiler:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

Powers
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.

Monster 5
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Random Barriers:
Barrier 1
Spoiler:
Corrupted Crusaders
Barrier B

Traits
Cache
Skirmish
Basic

Check
None
0

Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Barrier 2
Spoiler:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Barrier 4
Spoiler:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 5
Spoiler:
Telekinesis Trap
Barrier 2

Traits
Trap
Arcane
Magic
Elite

Check
Arcane
Divine
12
OR
Constitution
Disable
9

Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

Random Weapons:
Weapon 1
Spoiler:
Lance +1
Weapon 1

Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.

Weapon 2
Spoiler:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Weapon 3
Spoiler:
Marksman's Bow
Weapon 2

Traits
Bow
Ranged
Piercing
Magic
Veteran

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Weapon 4
Spoiler:
Spirit Blade
Weapon 3

Traits
Knife
Ranged
Piercing
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

Weapon 5
Spoiler:
Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Random Spells:
Spell 1
Spoiler:
Detect Demon
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
4

Powers
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Lightning Touch
Spell B

Traits
Magic
Arcane
Attack
Electricity
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Viper Strike
Spell C

Traits
Magic
Arcane
Divine
Attack
Poison
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Force Missile
Spell C

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Sanctuary
Spell B

Traits
Magic
Divine
Mental
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Hide Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 2
Spoiler:
Stalking Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Scale Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Armor 4
Spoiler:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 5
Spoiler:
Spiked Plate
Armor 3

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
8

Powers
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Blood Periapt
Item B

Traits
Accessory
Magic
Basic

Check
Constitution
Fortitude
4

Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Item 2
Spoiler:
Book of the Loremaster
Item C

Traits
Book
Basic

Check
Intelligence
Knowledge
5

Powers
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.

Item 3
Spoiler:
Sage's Journal
Item C

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Item 4
Spoiler:
Nahyndrian Elixer
Item 2

Traits
Liquid
Temptation
Corrupted
Mythic

Check
Intelligence
Craft
Knowledge
10

Powers
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Item 5
Spoiler:
Potion of Restoration
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
7

Powers
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

Random Allies:
Ally 1
Spoiler:
Riding Horse
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Ally 2
Spoiler:
Blackwing Librarian
Ally B

Traits
Human
Wizard
Basic

Check
Intelligence
Knowledge
6
OR
Diplomacy
8

Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.

Ally 3
Spoiler:
Apprentice
Ally B

Traits
Half-Elf

Check
Arcane
Divine
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Ally 4
Spoiler:
Warhorse
Ally 2

Traits
Animal
Mount
Elite

Check
Wisdom
Survival
7

Powers
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.

Ally 5
Spoiler:
Minotaur Mercenary
Ally 2

Traits
Minotaur
Hireling
Elite

Check
Banish a
weapon
0

Powers
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessing 4
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessing 5
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Turn: 7 Uliah/Akaitora

Top of Blessing Discard Pile: Blessing of Torag

Top Blessing:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 23
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 8 Ramexes)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 2 (Turn 9 Nyctessa)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 3 (Turn 10 Amaryllis)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 4 (Turn 11 Uliah)
Spoiler:
Blessing of Abraxas
Blessing C

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 5 (Turn 12 Ramexes)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 13 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 7 (Turn 14 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 8 (Turn 15 Uliah)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 16 Ramexes)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 10 (Turn 17 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 11 (Turn 18 Amaryllis)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 12 (Turn 19 Uliah)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 13 (Turn 20 Ramexes)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 14 (Turn 21 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 15 (Turn 22 Amaryllis)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 16 (Turn 23 Uliah)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 24 Ramexes)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 25 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 19 (Turn 26 Amaryllis)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 27 Uliah)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 21 (Turn 28 Ramexes)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 22 (Turn 29 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 23 (Turn 30 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card then bury a card.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Ramexes

Cemetery Card 1:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cemetery Card 2:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Cemetery Card 3:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Cemetery Card 4:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Cemetery Card 5:
Archer's Bracers
Item B

Traits
Accessory
Magic
Elite

Check
Dexterity
Ranged
7

Powers
Reveal this card to add 2 to your Ranged combat check.

Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M:3 Ba:0 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:1 ?:1

Paradise Hill Card 1:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.

Paradise Hill Card 2:
Fireblade
Spell C

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Paradise Hill Card 3:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

Paradise Hill Card 4:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Paradise Hill Card 5:
Wand of Sacred Weapon
Item 2

Traits
Wand
Attack
Divine
Magic

Check
Wisdom
Divine
10

Powers
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Paradise Hill Card 6:
Exorcism Kit
Item B

Traits
Tool
Veteran

Check
Wisdom
Divine
8

Powers
Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

Paradise Hill Card 7:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Paradise Hill Card 8:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Paradise Hill Card 9:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Paradise Hill Card 10:
Codex
Item C

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficult of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Amaryllis

Temple of Iomedae Card 1:
Druid of the Leaf
Ally 3

Traits
Human
Druid
Veteran

Check
Perception
7
OR
Charisma
Diplomacy
9

Powers
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Nyctessa

Forsaken Cloister Card 1:
Agility
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Forsaken Cloister Card 2:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Forsaken Cloister Card 3:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Forsaken Cloister Card 4:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Forsaken Cloister Card 5:
Riding Horse
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Forsaken Cloister Card 6:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

Powers
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Yes, it's intentional it only has 6 cards

Maze Card 1:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

Maze Card 2:
Sage's Journal
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Maze Card 3:
Corrupted Crusaders
Barrier B

Traits
Cache
Skirmish
Basic

Check
None
0

Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Maze Card 4:
Carrion Golem
Monster B

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Maze Card 5:
Stalking Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Maze Card 6:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Family Tomb
At This Location: When a character at this location dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examin the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Uliah

Family Tomb Card 1:
Hag Coven
Villain Monster 3

Traits
Hag

Check
Combat
24
OR
Knowledge
Perception
15

Powers
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Family Tomb Card 2:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Family Tomb Card 3:
Blessing of Torag
Blessing C

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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.

Family Tomb Card 4:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Family Tomb Card 5:
Padded Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Family Tomb Card 6:
Pure Holy Water
Item 3

Traits
Liquid
Magic
Divine

Check
Craft
Wisdom
Divine
12

Powers
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Family Tomb Card 7:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Family Tomb Card 8 - Giant Fly:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.


Uliah's Deck Handler

I'll stay at the Family Tomb for now. At the end of my move step, I recharge Enchanted Fang to recharge my Cold Iron Greatsword from the discard pile. I then explore.

I encountered the villain. People can do their temp close checks now if they want. It looks like 3 of us need to encounter it. I will roll to see who the lucky 2 are:

Ramexes, Amarillys, Nyctessa: 2d3 ⇒ (3, 3) = 6 (re-rolling 'cause we got dupes)
Ramexes, Amarillys: 1d2 ⇒ 2

Amarillys and Nyctessa need to encounter the Hag Coven before I get my encounter. Since we can't play cards in each other's checks, I'll go ahead and resolve my encounter in the spoiler tag below.

Spoiler:

The shadows Uliah fought and thought to have banished begin to materialize before him. From the shadows, he hears a quiet chant. Casting his light on the creatures he discovers he's found their mark. One of the hags of the coven stands before him! He draws his greatsword and prepares to fight.

I'll be revealing my Greatsword to add 2d6+1 to my check. I will then discard a Blessing of the Gods to give myself another d6 and reveal Captain Oparal for another d6. Finally, I'll use one of my Mythic Charges to replace one of the d6's with a d20.

Combat Melee DC 24: 1d20 + 4d6 + 8 ⇒ (1) + (2, 4, 1, 1) + 8 = 17

Auch. That's some bad luck...sorry everyone. Hopefully the temp close checks can go well so that we don't lose as many blessings. I can't prevent this damage so I lose my hand and then obviously end my turn.

Uliah wrote:

Hand: Blessing of Gozreh, Bound Lantern Archon, Find Traps, Blessing of the Gods 3, Retriever, Dwarven Longhammer,

Displayed:
Deck: 8 Discard: 6 Buried: 0
"Notes: -Feel free to use my blessings to close locations or defeat henchmen. Please ask me otherwise.
"
Mythic Charges: 2 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 []+3
STR Mythic bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 [X]+2 [X]+3 []+4
Divine: Wisdom +3
CHARISMA d8 [X]+1 []+2 []+3 []+4
CHA Mythic bonus: +2
Diplomacy: Charisma +2

Hand Size 5 [X]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [] or an ally) to add 1d4 ( [X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.



Box Runner

Random Spell:
Skitter
Spell B

Traits
Magic
Arcane
Divine
Elite

Check
Intelligence
Arcane
6
OR
Wisdom
Divine
7

Powers
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.

Random Spell:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Random Spell:
Refuge
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
13
OR
Wisdom
Divine
9

Powers
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.


Remember kill a monster examine next 3 cards deck handler

Ramexes draws a b;essing of the gods then buries it Cemetery temp closed

I have a load of blessings for those fighting the villain. Reads villain text. Sad face

Ramexes wrote:

Hand: Blessing of abadar, Frog, BoAbadar, Bastard sword +1, BotGods 1,

Displayed:
Deck: 9 Discard: 1 Buried: 3
Notes: CH 1 die bump usedBlessing available
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 []+3 []+4
CHA Mythic Bonus: +3
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card ( [] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [ ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter).
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Dark Archive

Deck Handler

Reveal Count Jeggare.
Knowledge 15: 1d10 + 4 + 3 + 2 + 1d6 ⇒ (3) + 4 + 3 + 2 + (3) = 15 Defeated.

Temporary Closing. Encountering Shadow Demon.
Reveal Hungering Staff. Banish Bebalang.
Combat 20: 1d10 + 4 + 3 + 2 + 1d6 + 2 + 2d4 ⇒ (7) + 4 + 3 + 2 + (3) + 2 + (4, 3) = 28 Defeated. Temp Closed.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah's turn)
Tempclosing Temple of Iomedae

Charisma 5+6=11: 1d12 + 5 ⇒ (7) + 5 = 12
Temple of Iomedae is tempclosed
Amaryllis bravely went forth to guard the Temple!

Summoning Hag Coven

Hag Coven:
Villain Monster 3

Traits
Hag

Check
Combat
24
OR
Knowledge
Perception
15

Powers
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.


Choosing Refuge from Compelling Offer spells
Compelling Offer: 1d20 ⇒ 6
Discarding Frost Ray, discarding Blessing of Shax, using a mythic charge
Combat 24+6=30: 1d20 + 1d12 + 7 + 2d6 ⇒ (13) + (9) + 7 + (1, 1) = 31
Hag Coven is banished. Spell 3 Refuge is added to scenario reward
Arcane 8: 1d12 + 6 ⇒ (7) + 6 = 13
Frost Ray is recharged
One of the evil hags approached Amaryllis as she stood on guard. "You're a clever little one... I sense great power in you, yes... power I could help you tap... if you would only join us."
Amaryllis focused a freeze ray on the hag. "I won't join you!" She blasted the hag with freeze rays, while the hag screamed. But the sorcerer didn't go for the killing blow. "Tell me about this power!" The hag threw a crystal ball down and ran off. Amaryllis peered inside the crystal ball at a tiny house, eager to unlock the power within.

Amaryllis wrote:

Hand: Banner of Valor, Blessing of the Gods, Frostbite, Radovan Virholt,

Displayed:
Deck: 15 Discard: 2 Buried: 3
Notes: Using Blessing of the Gods if the top blessing is Blessing of Ascension to regain 1 mythic counter
Ask before using: Blessing of the Gods
Can use without asking: Banner of Valor (display at a location for +1d8 vs demon banes); Radovan (reveal for +1d6 Disable, Ranged, Stealth at my location/recharge to prevent 2 Combat or all Fire or Poison)
Mythic Charges: 0

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +0
Dexterity d8 [X] +1 [] +2 [] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +0
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 2
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Box Runner

During This Adventure: The servitor demon is the henchman Shadow Demon.

Shadow Demon:
Shadow Demon
Henchman Monster 3

Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario:
• When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Cohorts:

Captain Oparal:

Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

Radovan Virholt:

Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Displayed Next to Scenario:

Compelling Offer:
Barrier 3
Traits
Temptation
Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Random Monsters:
Monster 1
Spoiler:
Berbalang
Monster 2

Traits
Undead
Incorporeal

Check
Combat
18

Powers
The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.

Monster 2
Spoiler:
Drake Rider
Monster 3

Traits
Outsider
Demon
Fighter
AND
Dragon

Check
(Dragon)
Combat
21
THEN
(Rider)
Combat
23

Powers
The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

Monster 3
Spoiler:
Salamander
Monster 2

Traits
Outsider

Check
Combat
15

Powers
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.

Monster 4
Spoiler:
Demonic Fly
Monster 1

Traits
Vermin
Demon

Check
Combat
13

Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.

Monster 5
Spoiler:
Will-O'-Wisp
Monster 3

Traits
Aberration

Check
Combat
16
OR
Wisdom
14

Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

Random Barriers:
Barrier 1
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Barrier 2
Spoiler:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Barrier 3
Spoiler:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Barrier 4
Spoiler:
Spiked Pit Trap
Barrier B

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Barrier 5
Spoiler:
Telekinesis Trap
Barrier 2

Traits
Trap
Arcane
Magic
Elite

Check
Arcane
Divine
12
OR
Constitution
Disable
9

Powers
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

Random Weapons:
Weapon 1
Spoiler:
Sawtooth Sabre +2
Weapon 3

Traits
Sword
Melee
Slashing
Finesse
Magic
Veteran

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

Weapon 2
Spoiler:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Weapon 3
Spoiler:
Scythe
Weapon C

Traits
Scythe
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.

Weapon 4
Spoiler:
Ranseur of the Gargoyle
Weapon 1

Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

Weapon 5
Spoiler:
Cold Iron Longsword
Weapon 1

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:
Spell 1
Spoiler:
Ice Strike
Spell 3

Traits
Magic
Arcane
Divine
Attack
Cold

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Brilliance
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 3
Spoiler:
Dismissal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Veteran

Check
Intelligence
Arcane
10
OR
Wisdom
Divine
8

Powers
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Dazzle
Spell B

Traits
Magic
Arcane
Attack
Mental
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Paralyze
Spell 2

Traits
Magic
Arcane
Divine
Mental

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Scale Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Armor 2
Spoiler:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

Powers
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4
Spoiler:
Scale Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Armor 5
Spoiler:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Random Items:
Item 1
Spoiler:
Demon Hunter's Handbook
Item B

Traits
Book
Veteran

Check
Intelligence
Knowledge
9

Powers
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Item 2
Spoiler:
Knight's Pennon
Item 2

Traits
Object

Check
Charisma
Diplomacy
9

Powers
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Item 3
Spoiler:
Swarmlord's Jar
Item 3

Traits
Object
Magic

Check
Arcane
Divine
Craft
9

Powers
Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.

Item 4
Spoiler:
Blood Periapt
Item B

Traits
Accessory
Magic
Basic

Check
Constitution
Fortitude
4

Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Item 5
Spoiler:
Potion of Nightvision
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.

Random Allies:
Ally 1
Spoiler:
Retainer
Ally B

Traits
Elf
Hireling

Check
Charisma
Diplomacy
4

Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Ally 2
Spoiler:
Demon Hunter
Ally B

Traits
Human
Ranger

Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6

Powers
Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

Ally 3
Spoiler:
Druid of the Storm
Ally 2

Traits
Human
Druid
Veteran

Check
Divine
7
OR
Charisma
Diplomacy
9

Powers
Reveal this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.

Ally 4
Spoiler:
Blackwing Librarian
Ally B

Traits
Human
Wizard
Basic

Check
Intelligence
Knowledge
6
OR
Diplomacy
8

Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.

Ally 5
Spoiler:
Blackwing Librarian
Ally B

Traits
Human
Wizard
Basic

Check
Intelligence
Knowledge
6
OR
Diplomacy
8

Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessing 2
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3
Spoiler:
Blessing of Terendelev
Blessing P

Traits
Divine
Terendelev
Dragon

Check
None

Powers
To acquire this card, summon and defeat this adventure's servitor demon.
Discard this card to explore your location. Add 1 die to your checks against banes that have the Demon trait during this exploration.
Bury this card to allow a character to shuffle 1d4+1 random cards from her discard pile into her deck.

Blessing 4
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Turn: 8 Ramexes/Merisial

Top of Blessing Discard Pile: Blessing of Baphomet

Top Blessing:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessings Remaining: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 9 Nyctessa)
Spoiler:
Blessing of Abraxas
Blessing C

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 2 (Turn 10 Amaryllis)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 11 Uliah)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 4 (Turn 12 Ramexes)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 5 (Turn 13 Nyctessa)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 14 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 7 (Turn 15 Uliah)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 8 (Turn 16 Ramexes)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 9 (Turn 17 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 10 (Turn 18 Amaryllis)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 11 (Turn 19 Uliah)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 12 (Turn 20 Ramexes)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 13 (Turn 21 Nyctessa)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

Powers
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 22 Amaryllis)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 23 Uliah)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 16 (Turn 24 Ramexes)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 25 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 18 (Turn 26 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 19 (Turn 27 Uliah)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 20 (Turn 28 Ramexes)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card then bury a card.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Ramexes

Cemetery Card 1:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

Powers
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cemetery Card 2:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Cemetery Card 3:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Cemetery Card 4:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Cemetery Card 5:
Archer's Bracers
Item B

Traits
Accessory
Magic
Elite

Check
Dexterity
Ranged
7

Powers
Reveal this card to add 2 to your Ranged combat check.

Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M:3 Ba:0 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:1 ?:2

Paradise Hill Card 1:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.

Paradise Hill Card 2:
Fireblade
Spell C

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Paradise Hill Card 3:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Paradise Hill Card 4:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Paradise Hill Card 5:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Paradise Hill Card 6:
Codex
Item C

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Paradise Hill Card 7:
Wand of Sacred Weapon
Item 2

Traits
Wand
Attack
Divine
Magic

Check
Wisdom
Divine
10

Powers
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Paradise Hill Card 8:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

Paradise Hill Card 9:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Paradise Hill Card 10:
Exorcism Kit
Item B

Traits
Tool
Veteran

Check
Wisdom
Divine
8

Powers
Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

Paradise Hill Card 11:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charisma check with a difficult of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Amaryllis

Temple of Iomedae Card 1:
Druid of the Leaf
Ally 3

Traits
Human
Druid
Veteran

Check
Perception
7
OR
Charisma
Diplomacy
9

Powers
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Nyctessa

Forsaken Cloister Card 1:
Unearthly Aim
Spell 2

Traits
Magic
Arcane

Check
Intelligence
Arcane
8

Powers
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

Forsaken Cloister Card 2:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Forsaken Cloister Card 3:
Riding Horse
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Forsaken Cloister Card 4:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Forsaken Cloister Card 5:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Forsaken Cloister Card 6:
Agility
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Dexterity checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2

Maze Card 1:
Corrupted Crusaders
Barrier B

Traits
Cache
Skirmish
Basic

Check
None
0

Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Maze Card 2:
Hag Coven
Villain Monster 3

Traits
Hag

Check
Combat
24
OR
Knowledge
Perception
15

Powers
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Maze Card 3:
Sage's Journal
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Maze Card 4:
Stalking Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Maze Card 5:
Carrion Golem
Monster B

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Maze Card 6:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

Maze Card 7:
Grimslake
Henchman Monster 3

Traits
Aberration

Check
Combat
22
OR
Survival
12

Powers
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.

Family Tomb
At This Location: When a character at this location dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examin the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Uliah

Family Tomb Card 1:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Family Tomb Card 2:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Family Tomb Card 3:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Family Tomb Card 4:
Padded Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Family Tomb Card 5:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, 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.

Family Tomb Card 6:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Family Tomb Card 7:
Blessing of Torag
Blessing C

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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.

Family Tomb Card 8:
Pure Holy Water
Item 3

Traits
Liquid
Magic
Divine

Check
Craft
Wisdom
Divine
12

Powers
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.


Remember kill a monster examine next 3 cards deck handler

Ramexes keeps exploring the cemetery

He finds ahelm

charisma 8: 1d10 + 5 ⇒ (5) + 5 = 10

Discards frog to explore again and finds a grimslake

Constitution 8: 2d8 + 1 ⇒ (8, 8) + 1 = 17 (discarding blessing of Abadar )

Revealing sword recharging blessing of the adabar

combat 22: 2d8 + 1d10 + 10 ⇒ (8, 4) + (10) + 10 = 32


Remember kill a monster examine next 3 cards deck handler

Sorry to close drew benevolent buckler buried helm and drew new hand

Ramexes wrote:

Hand: Benevolent buckler, Ruby of charisma, Clockwork butterfly, Soulshear, Bastard sword +1, BotGods 1,

Displayed:
Deck: 6 Discard: 2 Buried: 5
Notes: CH 1 die bump usedBlessing available
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 []+3 []+4
CHA Mythic Bonus: +3
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card ( [] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [ ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter).
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


During This Adventure: The servitor demon is the henchman Shadow Demon.

Shadow Demon:
Shadow Demon
Henchman Monster 3

Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario: • When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Cohorts:

Captain Oparal:

Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

Radovan Virholt:

Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Displayed Next to Scenario:

Compelling Offer:
Barrier 3
Traits
Temptation
Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Turn: 9, Nyctessa/agent_eclipse

Random Cards:

Monsters
Spoiler:
Giant Maggot Swarm
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Spoiler:
Warmonger Wasp
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19
You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_

Spoiler:
Incubus
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

Spoiler:
Spectre
Monster 2
Traits:
Undead
Incorporeal
Elite
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_

Spoiler:
Mercenary
Monster B
Traits:
Human
Warrior
Vetran
To Defeat:
Combat 10
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

Barriers
Spoiler:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
Arcane
Divine 12
OR Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Spoiler:
Baleful Shadows
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.

Spoiler:
Death of Righteousness
Barrier 2
Traits:
Trap
Mental
Magic
To Defeat:
Wisdom 12
OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Spoiler:
Bilious Bottle
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Spoiler:
Spiked Pit Trap
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Weapons
Spoiler:
Quarterstaff of Vaulting
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite To Acquire:
Strength
Melee 9
OR Acrobatics 6
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.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Spoiler:
Cold Iron Longsword
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Swordbreaker
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Spoiler:
Heavy Crossbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed 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:
Javelin
Weapon B
Traits:
Spear
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.

Spells
Spoiler:
Fiery Glare
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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 10 check to recharge this card instead of discarding it.

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

Spoiler:
Skitter
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Hellmouth Lash
Spell 3
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Spoiler:
Mirror Image
Spell B
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Spiked Plate
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
Spellcaster's Shield
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude
Arcane
Divine 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 damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. 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:
Padded Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Spiked Plate
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Potion of Restoration
Item 1
Traits:
Liquid
Alchemical
Elite To Acquire:
Intelligence
Craft 7
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

Spoiler:
Spellbottle
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Spoiler:
Nahyndrian Elixer
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic To Acquire:
Intelligence
Craft
Knowledge 10
Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Spoiler:
Demon Hunter's Handbook
Item B
Traits:
Book
Veteran To Acquire:
Intelligence
Knowledge 9
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Spoiler:
Pauper's Thighbone
Item 3
Traits:
Item
Mythic To Acquire:
Banish an Item 0
Recharge this card and reveal a blessing to add your number of mythic charges to your Arcane or Divine check; then, if the revealed blessing had the Corrupted trait, expend a charge.
Discard this card to draw a random blessing from your discard pile.

Allies
Spoiler:
Redeemer Blacksmith
Ally 3
Traits:
Human
Hireling To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9
Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.

Spoiler:
Riding Horse
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Spoiler:
Chief Sull
Ally 1
Traits:
Mongrel
Aristocrat
Elite To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.

Spoiler:
Riding Horse
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Spoiler:
Blackwing Librarian
Ally B
Traits:
Human
Wizard
Basic To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar 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 Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma 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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Top of Blessing Discard Pile:

Blessing of Iomedae:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma 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: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Nethys
Blessing 2
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 Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 3 /
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 4 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
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 any check.
Discard this card to add 2 dice to any non-combat Constitution 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 6 /
Blessing of Nethys
Blessing 2
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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
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 any check.
Discard this card to add 2 dice to any non-combat Strength 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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 11 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 12 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 13 /
Blessing of Nethys
Blessing 2
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 14 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 15 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 17 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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 Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 19 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Cemetery
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal,

Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:

Paradise Hill Card 1:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Paradise Hill Card 2:
Portable Altar
Item B
Traits:
Object
Divine
Elite To Acquire:
Wisdom
Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Paradise Hill Card 3:
Potion of Beast Skin
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

Paradise Hill Card 4:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Paradise Hill Card 5:
Blood Periapt
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Paradise Hill Card 6:
Scorching Ray
Spell 1
Traits:
Magic
Arcane
Attack
Fire To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Paradise Hill Card 7:
Cave Viper
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealt by a Cave Viper is Poison damage.
Before you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Cave vipers track you by scent; they smell you before you see them_

Paradise Hill Card 8:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar 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.

Paradise Hill Card 9:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Paradise Hill Card 10:
Accursed Priest
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Paradise Hill Card 11:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/EmpTyger,

Temple of Iomedae Card 1:
Druid of the Leaf
Ally 3
Traits:
Human
Druid
Veteran To Acquire:
Perception 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse,

Forsaken Cloister Card 1:
Unearthly Aim
Spell 2
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

Forsaken Cloister Card 2:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_

Forsaken Cloister Card 3:
Wooden Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Forsaken Cloister Card 4:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Forsaken Cloister Card 5:
Mendevian Crusader
Ally B
Traits:
Human
Soldier To Acquire:
Divine 9
OR Charisma
Diplomacy 6
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.

Forsaken Cloister Card 6:
Blood Periapt
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here:

Maze Card 1:
Temptation of Favor
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Maze Card 2:
Hag Coven
Villain 3
Type: Monster
Traits:
Hag
To Defeat:
Combat 24
OR Knowledge
Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Maze Card 3:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Maze Card 4:
Sage's Journal
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

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

Maze Card 6:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Maze Card 7:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 3 ?: 0
Located/Displayed Here: Uliah/Akaitora,

Family Tomb Card 1:
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Family Tomb Card 2:
Blessing of Nethys
Blessing 2
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.

Family Tomb Card 3:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Family Tomb Card 4:
Codex
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Family Tomb Card 5:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Family Tomb Card 6:
Temptation of Arms
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Family Tomb Card 7:
Mongrel Ranger
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_

Family Tomb Card 8:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Dark Archive

Deck Handler

Explore Forsaken Cloister Card 1: Unearthly Aim

Spoiler:

Spell 2
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

Auto-Acquire.

Discard Animated Skeleton to Explore Card 2: Grimslake

Spoiler:

Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_

Buried: 1d4 - 1 ⇒ (4) - 1 = 3
Reveal Hungering Staff. Banish Shadow Demon.
Combat 22: 1d10 + 4 + 3 + 2 + 1d6 + 2 + 2d4 ⇒ (5) + 4 + 3 + 2 + (5) + 2 + (2, 4) = 27 Acquired!

Closing: Encounter Shadow Demon

Spoiler:

Henchman Monster 3
Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario: • When you defeat a Grimslake, you may immediately attempt to close the location it came from.

Reveal Hungering Staff. Banish Hag Coven. Discard Uneartly Aim.
Combat 20: 1d10 + 4 + 3 + 2 + 1d6 + 2 + 3d4 + 1d6 + 2 ⇒ (1) + 4 + 3 + 2 + (1) + 2 + (1, 2, 3) + (6) + 2 = 27 Acquired.

Nyctessa wrote:

Hand: Bracers of Protection, Shadow Demon 3, Blessing of Nethys, Hungry Ghost Monk, Hungering Staff, Count Jeggare,

Displayed:
Deck: 7 Discard: 6 Buried: 3
Notes:
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [X] +2 [X] +3 [X] +4
INT Mythic Bonus: +3
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Charisma d8 [X] +1 [ ] +2
CHA Mythic Bonus: +3

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
When you defeat a monster and would banish it, you may draw it instead.
You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 ([X] or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster ([X] or to acquire an ally).
Once per turn, if you are required to remove cards from your deck and you don't have enought, you do not die.
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Archmage
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Moving to Paradise Hill
Exploring Paradise Hill 1: Blessing of Ascension

Blessing of Ascension:
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Charisma 6: 1d12 + 4 ⇒ (3) + 4 = 7
Blessing of Ascension is acquired. Discarding Blessing of Ascension to gain a mythic charge
The rituals of Iomedae weren't quite finished, but Amaryllis rushed back out to Paradise Hill. She impatiently couldn't wait to tell everyone about how she had heroically rejected the hag's offer!

Discarding Blessing of the Gods copying Blessing of Nethys to examine Paradise Hill 2, 3

Portable Altar:
Item B
Traits:
Object
Divine
Elite To Acquire:
Wisdom
Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Potion of Beast Skin:
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

Putting Potion of Beast Skin on top. Exploring Paradise Hill 3: Potion of Beast Skin
Intelligence 4: 1d4 ⇒ 3
Potion of Beast Skin is banished
From atop the hill the halfling could see an itinerary holy man, as well as a potions vendor. Amaryllis worried about the priest's safety, even so near the church, so she bought a potion and gave it to him. "I don't need a potion myself," insisted the sorcerer.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Lightning Touch, Mirror Image, Incanter, Banner of Valor, Black Spot, Frostbite, Radovan Virholt,

Displayed:
Deck: 11 Discard: 4 Buried: 3
Notes:
Ask before using:
Can use without asking: Black Spot (-3 to difficulty vs monsters); Banner of Valor (display at a location for +1d8 vs demon banes); Radovan (reveal for +1d6 Disable, Ranged, Stealth at my location/recharge to prevent 2 Combat or all Fire or Poison)
Mythic Charges: 1

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +1
Dexterity d8 [X] +1 [] +2 [] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +1
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 2
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


During This Adventure: The servitor demon is the henchman Shadow Demon.

Shadow Demon:
Shadow Demon
Henchman Monster 3

Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario: • When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Cohorts:

Captain Oparal:

Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

Radovan Virholt:

Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Displayed Next to Scenario:

Compelling Offer:
Barrier 3
Traits
Temptation
Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Turn: 11, Uliah/Akaitora

Random Cards:

Monsters
Spoiler:
Incubus
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

Spoiler:
Toad Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Spoiler:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Spoiler:
Betrayal Demon
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

Spoiler:
Cave Lizard
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait_

Barriers
Spoiler:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Spoiler:
Sin Seeker
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

Spoiler:
Rallying Cry
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Spoiler:
Spiked Pit Trap
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Spoiler:
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
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.

Weapons
Spoiler:
Sickle
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Spoiler:
Skirmishing Spear
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

Spoiler:
Shocking Lance +1
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

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

Spoiler:
Cold Iron Longsword
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Spells
Spoiler:
Charm Monster
Spell 2
Traits:
Magic
Arcane
Divine
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Spoiler:
Restore Mythic Power
Spell 3
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

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

Spoiler:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Dismissal
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Armors
Spoiler:
Stalking Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Helm
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Spoiler:
Armor of the Pious
Armor 2
Traits:
Heavy Armor
Magic
Healing To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Gossamer Shrouds
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 7
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Wand of Sacred Weapon
Item 2
Traits:
Wand
Attack
Divine
Magic To Acquire:
Wisdom
Divine 10
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Spoiler:
Knight's Pennon
Item 2
Traits:
Object To Acquire:
Charisma
Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Spoiler:
Horn of Battle Clarity
Item B
Traits:
Instrument
Magic
Elite To Acquire:
Melee
Ranged
Charisma 7
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.

Spoiler:
Nectar of the Gods
Item B
Traits:
Liquid
Mythic To Acquire:
Wisdom
Divine 9
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.

Spoiler:
Caltrop Bead
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Allies
Spoiler:
Minotaur Mercenary
Ally 2
Traits:
Minotaur
Hireling
Elite To Acquire:
Banish a
weapon 0
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

Spoiler:
Mongrel Archer
Ally 1
Traits:
Mongrel
Elite To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6.
Discard this card to explore your location.

Spoiler:
Unfettered Imp
Ally 3
Traits:
Outsider
Devil
Temptation To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

Spoiler:
Recruit
Ally B
Traits:
Human
Soldier
Basic To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

Spoiler:
Frog
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Blessings
Spoiler:
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution 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 Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Spoiler:
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this 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 Shax:
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Remaining: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card 1
Spoiler:
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Deck Card 2
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 3
Spoiler:
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 4
Spoiler:
Blessing of Nethys
Blessing 2
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.
Blessings Deck Card 5
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 6
Spoiler:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessings Deck Card 7
Spoiler:
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 8
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 9
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 10
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 11
Spoiler:
Blessing of Nethys
Blessing 2
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.
Blessings Deck Card 12
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 13
Spoiler:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 14
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 15
Spoiler:
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16
Spoiler:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Deck Card 17
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Cemetery
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal,

Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger,

Paradise Hill Card 1 (Portable Altar):
Portable Altar
Item B
Traits:
Object
Divine
Elite To Acquire:
Wisdom
Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Paradise Hill Card 2:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Paradise Hill Card 3:
Blood Periapt
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Paradise Hill Card 4:
Scorching Ray
Spell 1
Traits:
Magic
Arcane
Attack
Fire To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Paradise Hill Card 5:
Cave Viper
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealt by a Cave Viper is Poison damage.
Before you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Cave vipers track you by scent; they smell you before you see them_

Paradise Hill Card 6:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar 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.

Paradise Hill Card 7:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Paradise Hill Card 8:
Accursed Priest
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Paradise Hill Card 9:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here:

Temple of Iomedae Card 1:
Druid of the Leaf
Ally 3
Traits:
Human
Druid
Veteran To Acquire:
Perception 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Nyctessa/agent_eclipse,

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here:

Maze Card 1:
Temptation of Favor
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Maze Card 2:
Hag Coven
Villain 3
Type: Monster
Traits:
Hag
To Defeat:
Combat 24
OR Knowledge
Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Maze Card 3:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Maze Card 4:
Sage's Journal
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

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

Maze Card 6:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Maze Card 7:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 3 ?: 0
Located/Displayed Here: Uliah/Akaitora,

Family Tomb Card 1:
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Family Tomb Card 2:
Blessing of Nethys
Blessing 2
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.

Family Tomb Card 3:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Family Tomb Card 4:
Codex
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Family Tomb Card 5:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Family Tomb Card 6:
Temptation of Arms
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Family Tomb Card 7:
Mongrel Ranger
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_

Family Tomb Card 8:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.


Uliah's Deck Handler

Sorry for the delay! Ready to take my turn. Uliah will remain at the Family tomb. At the end of his move step, he will recharge a Blessing of the Gods to recharge his Acidic Greatsword using his power. Then, he will explore.

Uliah encounters a Blessing of Shax. He auto-acquires it. I will then play my Bound Lantern Archon to look at the top 3 cards of my deck and put them back in any order, then draw a card. I find Cure, Divine Favor and my Black Dragonhide Breastplate. I put the breastplate on top, then cure and Divine Favor and draw the breastplate.

Recharge Bound Lantern Archon, Divine DC 10: 1d10 + 1d4 + 7 ⇒ (4) + (3) + 7 = 14

I did not find the extra explore I wanted, but I feel safe with my armor and Cure coming up, so I will discard my Blessing of Gozreh to explore again, finding a Blessing of Nethys that I also auto-acquire. Alright!

I'll use my new blessing to examine the top 2 cards of the location and then explore. I find a Bunyip and a Codex; nothing very exciting. I put the Bunyip on top and explore, per Bo Nethys's power.

BYA Wisdom DC 9: 1d10 + 3 ⇒ (6) + 3 = 9
Combat Melee DC 9: 1d6 + 1d10 + 1d4 + 7 ⇒ (4) + (9) + (1) + 7 = 21

I ran out of explores, so I will stop here. When I reset my hand, I draw Cure. At the beginning of the next turn, I cast it on myself (Cure is an auto-recharge for Uliah):

Cure: 1d4 + 1 ⇒ (2) + 1 = 3

Uliah wrote:

Hand: Black Dragonhide Breastplate, Find Traps, Blessing of Shax, Retriever, Dwarven Longhammer,

Displayed:
Deck: 13 Discard: 4 Buried: 0
"Notes: -I only have a Blessing of Shax this turn. Use it freely if you need it, just ask me before you do if there is a corrupted blessing on top of the discard during your turn.
"
Mythic Charges: 2 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 []+3
STR Mythic bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 [X]+2 [X]+3 []+4
Divine: Wisdom +3
CHARISMA d8 [X]+1 []+2 []+3 []+4
CHA Mythic bonus: +2
Diplomacy: Charisma +2

Hand Size 5 [X]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [] or an ally) to add 1d4 ( [X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


During This Adventure: The servitor demon is the henchman Shadow Demon.

Shadow Demon:
Shadow Demon
Henchman Monster 3

Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario: • When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Cohorts:

Captain Oparal:

Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

Radovan Virholt:

Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Displayed Next to Scenario:

Compelling Offer:
Barrier 3
Traits
Temptation
Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Turn: 12, Ramexes/Merisal

Random Cards:

Monsters
Spoiler:
Giant Fly
Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_

Spoiler:
Pitborn Scoundrel
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Spoiler:
Mandragora
Monster 1
Traits:
Plant
To Defeat:
Combat 11
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_

Spoiler:
Peryton
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_

Spoiler:
Giant Maggot Swarm
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Barriers
Spoiler:
Baleful Shadows
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.

Spoiler:
Symbol of Insanity
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Spoiler:
Demonic Horde
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Spoiler:
Compelling Offer
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Spoiler:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0
Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Weapons
Spoiler:
Shortbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Spoiler:
Sawtooth Sabre +2
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

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

Spoiler:
Demonbane Light Crossbow +1
Weapon 1
Traits:
Bow
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.

Spoiler:
Lance +1
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.

Spells
Spoiler:
Heat Metal
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Trap or Lock trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Create Pit
Spell B
Traits:
Magic
Arcane
Trap
Basic To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

Spoiler:
Restore Mythic Power
Spell 3
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

Spoiler:
Sacred Weapon
Spell B
Traits:
Magic
Divine
Attack
Veteran To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Hellmouth Lash
Spell 3
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

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

Spoiler:
Stalking Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Spoiler:
Helm
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Spoiler:
Spiked Plate
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Hide Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Items
Spoiler:
Wand of Sacred Weapon
Item 2
Traits:
Wand
Attack
Divine
Magic To Acquire:
Wisdom
Divine 10
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Spoiler:
Pure Holy Water
Item 3
Traits:
Liquid
Magic
Divine To Acquire:
Craft
Wisdom
Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Spoiler:
Spellbottle
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Spoiler:
Horn of Assured Victory
Item 2
Traits:
Instrument
Magic To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Spoiler:
Fortune's Arrow
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Allies
Spoiler:
Pegasus
Ally 3
Traits:
Animal
Mount To Acquire:
Wisdom
Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.

Spoiler:
Caravan Guard
Ally B
Traits:
Human
Hireling
Elite To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Spoiler:
Druid of the Storm
Ally 2
Traits:
Human
Druid
Veteran To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

Spoiler:
Recruit
Ally B
Traits:
Human
Soldier
Basic To Acquire:
Charisma
Diplomacy 3
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

Spoiler:
Unfettered Imp
Ally 3
Traits:
Outsider
Devil
Temptation To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

Blessings
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma 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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Top of Blessing Discard Pile:

Blessing of Shax:
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Remaining: 16

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 2 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution 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 3 /
Blessing of Nethys
Blessing 2
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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 5 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
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 any check.
Discard this card to add 2 dice to any non-combat Strength 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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 9 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 10 /
Blessing of Nethys
Blessing 2
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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 12 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 14 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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 Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 16 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Cemetery
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal,

Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger,

Paradise Hill Card 1 (Portable Altar):
Portable Altar
Item B
Traits:
Object
Divine
Elite To Acquire:
Wisdom
Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Paradise Hill Card 2:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Paradise Hill Card 3:
Blood Periapt
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Paradise Hill Card 4:
Scorching Ray
Spell 1
Traits:
Magic
Arcane
Attack
Fire To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Paradise Hill Card 5:
Cave Viper
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealt by a Cave Viper is Poison damage.
Before you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Cave vipers track you by scent; they smell you before you see them_

Paradise Hill Card 6:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar 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.

Paradise Hill Card 7:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Paradise Hill Card 8:
Accursed Priest
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Paradise Hill Card 9:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here:

Temple of Iomedae Card 1:
Druid of the Leaf
Ally 3
Traits:
Human
Druid
Veteran To Acquire:
Perception 7
OR Charisma
Diplomacy 9
Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Nyctessa/agent_eclipse,

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here:

Maze Card 1:
Temptation of Favor
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Maze Card 2:
Hag Coven
Villain 3
Type: Monster
Traits:
Hag
To Defeat:
Combat 24
OR Knowledge
Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Maze Card 3:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Maze Card 4:
Sage's Journal
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

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

Maze Card 6:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Maze Card 7:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Uliah/Akaitora,

Family Tomb Card 1 (Codex):
Codex
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Family Tomb Card 2:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Family Tomb Card 3:
Temptation of Arms
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Family Tomb Card 4:
Mongrel Ranger
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_

Family Tomb Card 5:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.


Remember kill a monster examine next 3 cards deck handler

Ramexes heads to the temple of Iomedae

He encounters a druid He talks

diplomacy 12: 1d10 + 7 ⇒ (4) + 7 = 11

Using clockwork butterfly for reroll
diplomacy 12: 1d10 + 7 ⇒ (7) + 7 = 14

Close check recharging blessing of the gods
charisma 11: 3d10 + 5 ⇒ (1, 8, 9) + 5 = 23

Not inclined to use a reroll on that chaeck

Ramexes wrote:

Hand: Benevolent buckler, Ruby of charisma, Druid of the leaf, Soulshear, Sawtooth Sabre, Bastard sword +1,

Displayed:
Deck: 6 Discard: 2 Buried: 6
Notes: CH 1 die bump usedBlessing available
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 []+3 []+4
CHA Mythic Bonus: +3
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card ( [] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [ ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter).
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


During This Adventure: The servitor demon is the henchman Shadow Demon.

Shadow Demon:
Shadow Demon
Henchman Monster 3

Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario: • When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Cohorts:

Captain Oparal:

Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

Radovan Virholt:

Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Displayed Next to Scenario:

Compelling Offer:
Barrier 3
Traits
Temptation
Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Turn: 13, Nyctessa/agent_eclipse

Random Cards:

Monsters
Spoiler:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Spoiler:
Cultist Archer
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_

Spoiler:
Carrion Golem
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Spoiler:
Peryton
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_

Spoiler:
Giant Maggot Swarm
Monster B
Traits:
Vermin
Swarm
Basic
To Defeat:
Combat 6
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Barriers
Spoiler:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Spoiler:
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
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:
Temptation of Attraction
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Spoiler:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Spoiler:
Death of Righteousness
Barrier 2
Traits:
Trap
Mental
Magic
To Defeat:
Wisdom 12
OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Weapons
Spoiler:
Demonbane Light Crossbow +1
Weapon 1
Traits:
Bow
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.

Spoiler:
Javelin
Weapon B
Traits:
Spear
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.

Spoiler:
Rod of the Viper
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

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

Spoiler:
Hand Crossbow
Weapon B
Traits:
Bow
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Spells
Spoiler:
Frigid Blast
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Bloodscent
Spell 1
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 6
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location 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 9 or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Detect Demon
Spell B
Traits:
Magic
Divine
Basic To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Create Pit
Spell B
Traits:
Magic
Arcane
Trap
Basic To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

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

Armors
Spoiler:
Magic Padded Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

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

Spoiler:
Armor of the Pious
Armor 2
Traits:
Heavy Armor
Magic
Healing To Acquire:
Constitution
Fortitude 8
When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Imperial Army Greathelm
Armor 2
Traits:
Heavy Armor
Magic
Veteran To Acquire:
Constitution
Fortitude
Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Pure Holy Water
Item 3
Traits:
Liquid
Magic
Divine To Acquire:
Craft
Wisdom
Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Spoiler:
Sage's Journal
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Spoiler:
Abyssal Traveler's Kit
Item B
Traits:
Tool To Acquire:
Intelligence
Knowledge 7
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.

Spoiler:
Archer's Bracers
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check.

Spoiler:
Spellbottle
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Allies
Spoiler:
Apprentice
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Spoiler:
Apprentice
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Spoiler:
Animal Tamer
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Bat
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Spoiler:
Retainer
Ally B
Traits:
Elf
Hireling To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom 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 Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Spoiler:
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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 Abadar
Blessing B
Traits:
Divine
Abadar 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 Ascension:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card 1
Spoiler:
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 2
Spoiler:
Blessing of Nethys
Blessing 2
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.
Blessings Deck Card 3
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 4
Spoiler:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Blessings Deck Card 5
Spoiler:
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 6
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 7
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 8
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 9
Spoiler:
Blessing of Nethys
Blessing 2
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.
Blessings Deck Card 10
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 11
Spoiler:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 12
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Blessings Deck Card 13
Spoiler:
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 14
Spoiler:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessings Deck Card 15
Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

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

Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger,

Paradise Hill Card 1 (Portable Altar):
Portable Altar
Item B
Traits:
Object
Divine
Elite To Acquire:
Wisdom
Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Paradise Hill Card 2:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Paradise Hill Card 3:
Blood Periapt
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Paradise Hill Card 4:
Scorching Ray
Spell 1
Traits:
Magic
Arcane
Attack
Fire To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Paradise Hill Card 5:
Cave Viper
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealt by a Cave Viper is Poison damage.
Before you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Cave vipers track you by scent; they smell you before you see them_

Paradise Hill Card 6:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar 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.

Paradise Hill Card 7:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Paradise Hill Card 8:
Accursed Priest
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Paradise Hill Card 9:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
Temple of Iomedae
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal,

Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Nyctessa/agent_eclipse,

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here:

Maze Card 1:
Temptation of Favor
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Maze Card 2:
Hag Coven
Villain 3
Type: Monster
Traits:
Hag
To Defeat:
Combat 24
OR Knowledge
Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Maze Card 3:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Maze Card 4:
Sage's Journal
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

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

Maze Card 6:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Maze Card 7:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Uliah/Akaitora,

Family Tomb Card 1 (Codex):
Codex
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Family Tomb Card 2:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Family Tomb Card 3:
Temptation of Arms
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Family Tomb Card 4:
Mongrel Ranger
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_

Family Tomb Card 5:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Dark Archive

Deck Handler

Move to and Explore Maze Card 1: Temptation of Favor

Spoiler:

Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Not taking any to banish the barrier. I looked at the top three random blessings to decide.

Discard Hungry Ghost Monk to Explore Card 2: Hag Coven

Spoiler:

Villain 3
Type: Monster
Traits:
Hag
To Defeat:
Combat 24
OR Knowledge
Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

How are the other two people decided for the Hag Coven? Also do we want to close locations?

Dark Archive

Deck Handler

Can Ramexes and Uliah take down the other two Hag Covens?


Remember kill a monster examine next 3 cards deck handler

I am voting nay to the compelling offer

Ramexes goes Mythic with the sawtooth sabre (discarded) That Iomedae so generouly provided

combat 24: 1d20 + 9 + 1d6 + 2 + 1d8 ⇒ (2) + 9 + (4) + 2 + (1) = 18

combat 24 shirt reroll on the 2: 1d20 + 16 ⇒ (6) + 16 = 22

Reveals benevolent buckler to reduce damage by 2 to zero

Aw crap


Uliah's Deck Handler

Alright, no compelling offer and I will just try to defeat one of the hags. I'll be revealing my Retriever and Dwarven Longhammer, as well as discarding a Blessing of Shax.

Combat Melee DC 24: 1d10 + 1 + 3d6 + 1d4 + 1 + 6 ⇒ (10) + 1 + (4, 2, 3) + (3) + 1 + 6 = 30

Hag defeated.

Edit: And I hadn't realized this is a Villain check. I would like to attempt to temp close my lcation.If this ok, then I'll roll below for the combat without using my already spent resources (the blessing). Otherwise, just let me know and we can disregard the following roll.

I'll summon a Wight to fight.

Wight:

Henchman B
Type: Monster
Traits: Undead Wight
To Defeat: Combat 10 OR Wisdom Divine 8
The Wight is immune to the Mental and Poison traits. Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them. If defeated, you may immediately attempt to close the location this henchman came from.

First, I take a point of Cold Damage. I will discard Find Traps for it. Then I fight revealing my retriever and Dwarven Longhammer. This auto-defeats the Combat 10 check with 1d10+1d6+1d4+8 and the location is closed.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Nyctessa's turn)
Tempclosing Paradise Hill: Spending 1 mythic charge

Amaryllis heroically guards Paradise Hill against the hags!

(Amaryllis's turn)
Paradise Hill: Gain 1 mythic charge

Exploring Paradise Hill 1: Portable Altar

Portable Altar:
Item B
Traits:
Object
Divine
Elite To Acquire:
Wisdom
Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Amaryllis cannot make a WIS/Divine check. Portable Altar is banished
Amaryllis was confused by a small altar that has been set up on atop the hill. "How does it work when the temple is down there?" She shook her head. "I just don't get this religion part of being a hero."

Discarding Incanter to explore Paradise Hill 2: Wolverine

Wolverine:
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Amaryllis cannot make a WIS/Survival 8 check. Wolverine is banished
Ellabella spotted a wolverine. "I better scare it off before it eats someone!" thought Amaryllis.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Lightning Touch, Mirror Image, Skitter, Banner of Valor, Black Spot, Frostbite, Radovan Virholt,

Displayed:
Deck: 10 Discard: 5 Buried: 3
Notes:
Ask before using:
Can use without asking: Black Spot (-4 to difficulty vs monsters); Banner of Valor (display at a location for +1d8 vs demon banes); Radovan (reveal for +1d6 Disable, Ranged, Stealth at my location/recharge to prevent 2 Combat or all Fire or Poison)
Mythic Charges: 1

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +1
Dexterity d8 [X] +1 [] +2 [] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +1
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 2
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.

Dark Archive

Deck Handler

Reveal Hungering Staff. Banish Shadow Demon.
Combat 24: 1d10 + 4 + 3 + 2 + 1d6 + 2 + 3d4 ⇒ (3) + 4 + 3 + 2 + (5) + 2 + (1, 1, 2) = 23
Recharge Bracers of Protection to damage.

Nyctessa wrote:

Hand: Cleric of Nethys, Shadow Demon 3, Blessing of Nethys, Life Drain, Hungering Staff, Count Jeggare,

Displayed:
Deck: 6 Discard: 7 Buried: 3
Notes:
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [X] +2 [X] +3 [X] +4
INT Mythic Bonus: +3
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Charisma d8 [X] +1 [ ] +2
CHA Mythic Bonus: +3

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
When you defeat a monster and would banish it, you may draw it instead.
You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 ([X] or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster ([X] or to acquire an ally).
Once per turn, if you are required to remove cards from your deck and you don't have enought, you do not die.
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Archmage
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


During This Adventure: The servitor demon is the henchman Shadow Demon.

Shadow Demon:
Shadow Demon
Henchman Monster 3

Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario: • When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Cohorts:

Captain Oparal:

Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

Radovan Virholt:

Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Displayed Next to Scenario:

Compelling Offer:
Barrier 3
Traits
Temptation
Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Turn: 15, Uliah/Akaitora

Random Cards:

Monsters
Spoiler:
Giant Fly
Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_

Spoiler:
Lost Soul
Monster 3
Traits:
Undead
To Defeat:
Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_

Spoiler:
Cave Lizard
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 11
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.
This immense lizard moves with a slow but relentless gait_

Spoiler:
Dominion Scientist
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_

Spoiler:
Carrion Golem
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Barriers
Spoiler:
Glimmer of Hope
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Spoiler:
Temptation of Lucre
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Spoiler:
Compelling Offer
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Spoiler:
Spiked Pit Trap
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Spoiler:
Temptation of Invincibility
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Weapons
Spoiler:
Lance +1
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.

Spoiler:
Cold Iron Mace +1
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Spoiler:
Spirit Blade
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

Spoiler:
Heavy Crossbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed 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:
Longspear
Weapon B
Traits:
Spear
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

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

Spoiler:
Ice Strike
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Charm Monster
Spell 2
Traits:
Magic
Arcane
Divine
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Spoiler:
Life Drain
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your 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 9 or Divine 11 check to recharge this card instead of discarding it.

Spoiler:
Hellmouth Lash
Spell 3
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 10
For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Armors
Spoiler:
Eagle Knight Dress Uniform
Armor 1
Traits:
Heavy Armor
Veteran To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Spoiler:
Spiked Plate
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8
Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Sniper's Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Spoiler:
Celestial Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Wand of Sacred Weapon
Item 2
Traits:
Wand
Attack
Divine
Magic To Acquire:
Wisdom
Divine 10
For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Spoiler:
Ring of Climbing
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Strength
Constitution 6
After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step.

Spoiler:
Pure Holy Water
Item 3
Traits:
Liquid
Magic
Divine To Acquire:
Craft
Wisdom
Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Spoiler:
Silver Raven Figurine
Item B
Traits:
Object
Magic
Elite To Acquire:
Intelligence
Arcane
Craft 7
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.

Spoiler:
Demon Hunter's Handbook
Item B
Traits:
Book
Veteran To Acquire:
Intelligence
Knowledge 9
Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

Allies
Spoiler:
Riding Horse
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Spoiler:
Animal Tamer
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Thylacine
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 10
Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

Spoiler:
Riding Horse
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Spoiler:
Apprentice
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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 Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Top of Blessing Discard Pile:

Blessing of Nethys:
Blessing of Nethys
Blessing 2
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.

Blessings Remaining: 13

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 2 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
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 any check.
Discard this card to add 2 dice to any non-combat Strength 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 4 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 7 /
Blessing of Nethys
Blessing 2
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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 9 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 11 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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 Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 13 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

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

Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Grimslake

Paradise Hill Card 1:
Blood Periapt
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Paradise Hill Card 2:
Scorching Ray
Spell 1
Traits:
Magic
Arcane
Attack
Fire To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Paradise Hill Card 3:
Cave Viper
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealt by a Cave Viper is Poison damage.
Before you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Cave vipers track you by scent; they smell you before you see them_

Paradise Hill Card 4:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar 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.

Paradise Hill Card 5:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Paradise Hill Card 6:
Accursed Priest
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Paradise Hill Card 7:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
Temple of Iomedae
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal,

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

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Nyctessa/agent_eclipse, Hag Coven; Grimslake

Maze Card 1:
Hag Coven
Villain 3
Type: Monster
Traits:
Hag
To Defeat:
Combat 24
OR Knowledge
Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Maze Card 2:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Maze Card 3:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_

Maze Card 4:
Elven Chain Shirt
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Maze Card 5:
Sage's Journal
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Maze Card 6:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Uliah/Akaitora,

Family Tomb Card 1 (Codex):
Codex
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Family Tomb Card 2:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Family Tomb Card 3:
Temptation of Arms
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Family Tomb Card 4:
Mongrel Ranger
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_

Family Tomb Card 5:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.


Uliah's Deck Handler

The battle with the hags has left Uliah exhausted. He manages to muster some strength to find a relatively safe place within the tomb, and he stumbles upon a weird looking book. Opening the book reveals everything inside to be arcane gibberish to him, so he sets it aside and simply takes a moment to rest.

Uliah can't make an Intelligence 8 check, so I'll simply choose to remove this Item from the box. I no longer have any extra explore powers I want to use, so I'll end my turn.

Uliah wrote:

Hand: Captain Oparal, Black Dragonhide Breastplate, Augury, Blessing of the Gods 4, Retriever, Dwarven Longhammer,

Displayed:
Deck: 10 Discard: 5 Buried: 1
"Notes: -I only have a Blessing of Shax this turn. Use it freely if you need it, just ask me before you do if there is a corrupted blessing on top of the discard during your turn.
"
Mythic Charges: 2 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 []+3
STR Mythic bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 [X]+2 [X]+3 []+4
Divine: Wisdom +3
CHARISMA d8 [X]+1 []+2 []+3 []+4
CHA Mythic bonus: +2
Diplomacy: Charisma +2

Hand Size 5 [X]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [] or an ally) to add 1d4 ( [X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


Box Runner

During This Adventure: The servitor demon is the henchman Shadow Demon.

Shadow Demon:
Shadow Demon
Henchman Monster 3

Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario: • When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Cohorts:

Captain Oparal:

Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

Radovan Virholt:

Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Displayed Next to Scenario:

Compelling Offer:
Barrier 3
Traits
Temptation
Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Turn: 16, Ramexes/Merisal

Random Cards:

Monsters
Spoiler:
Lost Soul
Monster 3
Traits:
Undead
To Defeat:
Combat 19
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_

Spoiler:
Carrion Golem
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Spoiler:
Toad Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28
The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Spoiler:
Betrayal Demon
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16
The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.

Spoiler:
Peryton
Monster 1
Traits:
Aberration
To Defeat:
Combat 14
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_

Barriers
Spoiler:
Bilious Bottle
Barrier 1
Traits:
Trap
Poison
Elite
To Defeat:
None 0
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Spoiler:
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
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:
Crazed Cultists
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Spoiler:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Spoiler:
Death of Righteousness
Barrier 2
Traits:
Trap
Mental
Magic
To Defeat:
Wisdom 12
OR Knowledge 10
Each character at your location encounters this barrier.
If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
After you act, banish this barrier.

Weapons
Spoiler:
Javelin
Weapon B
Traits:
Spear
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.

Spoiler:
Scythe
Weapon B
Traits:
Scythe
Melee
Slashing
2-Handed
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.

Spoiler:
Marksman's Bow
Weapon 2
Traits:
Bow
Ranged
Piercing
Magic
Veteran To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Spoiler:
Swordbreaker
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Spoiler:
Cold Iron Mace +1
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Spells
Spoiler:
Skitter
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 6
OR Wisdom
Divine 7
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 8 or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Frigid Blast
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane 4
OR Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Dismissal
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8
For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Create Pit
Spell B
Traits:
Magic
Arcane
Trap
Basic To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

Spoiler:
Burst Bonds
Spell B
Traits:
Magic
Divine
Basic To Acquire:
Wisdom
Divine 5
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Armors
Spoiler:
Stalking Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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

Spoiler:
Magic Padded Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Imperial Army Greathelm
Armor 2
Traits:
Heavy Armor
Magic
Veteran To Acquire:
Constitution
Fortitude
Charisma 8
Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Stalking Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Items
Spoiler:
Trapsmith Gloves
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Dexterity
Disable 7
Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait.
Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait.

Spoiler:
Knight's Pennon
Item 2
Traits:
Object To Acquire:
Charisma
Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Spoiler:
Horn of Assured Victory
Item 2
Traits:
Instrument
Magic To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Spoiler:
Horn of Assured Victory
Item 2
Traits:
Instrument
Magic To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Spoiler:
Holy Water Grenade
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Allies
Spoiler:
Unfettered Imp
Ally 3
Traits:
Outsider
Devil
Temptation To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

Spoiler:
Blackwing Librarian
Ally B
Traits:
Human
Wizard
Basic To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.

Spoiler:
Minotaur Mercenary
Ally 2
Traits:
Minotaur
Hireling
Elite To Acquire:
Banish a
weapon 0
On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

Spoiler:
Wolf
Ally 2
Traits:
Animal To Acquire:
Wisdom
Survival 8
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.

Spoiler:
Warhorse
Ally 2
Traits:
Animal
Mount
Elite To Acquire:
Wisdom
Survival 7
At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.

Blessings
Spoiler:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Nethys
Blessing 2
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:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Top of Blessing Discard Pile:

Blessing of Ascension:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Remaining: 12

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
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 any check.
Discard this card to add 2 dice to any non-combat Strength 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 3 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 4 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Nethys
Blessing 2
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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 10 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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 Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 12 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

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

Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Grimslake

Paradise Hill Card 1:
Blood Periapt
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Constitution
Fortitude 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Paradise Hill Card 2:
Scorching Ray
Spell 1
Traits:
Magic
Arcane
Attack
Fire To Acquire:
Intelligence
Arcane 6
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Paradise Hill Card 3:
Cave Viper
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
All damage dealt by a Cave Viper is Poison damage.
Before you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Cave vipers track you by scent; they smell you before you see them_

Paradise Hill Card 4:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar 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.

Paradise Hill Card 5:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Paradise Hill Card 6:
Accursed Priest
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Paradise Hill Card 7:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_
Temple of Iomedae
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal,

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

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Nyctessa/agent_eclipse, Hag Coven; Grimslake

Maze Card 1:
Hag Coven
Villain 3
Type: Monster
Traits:
Hag
To Defeat:
Combat 24
OR Knowledge
Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Maze Card 2:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Maze Card 3:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_

Maze Card 4:
Elven Chain Shirt
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Maze Card 5:
Sage's Journal
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Maze Card 6:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Uliah/Akaitora,

Family Tomb Card 1:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Family Tomb Card 2:
Temptation of Arms
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Family Tomb Card 3:
Mongrel Ranger
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_

Family Tomb Card 4:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.


Remember kill a monster examine next 3 cards deck handler

Ramexes joins Amaryillis at paradise hill

He finds a periapt

con 4: 1d8 + 1 ⇒ (2) + 1 = 3

He does not like it he asks his friend the druid to explore he finds a spell scroll

intelligence 6: 1d6 ⇒ 2
But it burns to nothing as he tries to pick it up

Buries druid to explore some more and finds a cave viper
He drops Soulshear

Expends mythic charge beating cave viper into bloody pulp Mythic charge goes to Amaryllis

Ends turn resetting hand

Ramexes wrote:

Hand: Benevolent buckler, Ruby of charisma, Boatswain, Cure, Find traps, Bastard sword +1,

Displayed:
Deck: 4 Discard: 4 Buried: 7
Notes: CH 1 die bump usedBlessing available
Mythic Charges: 1 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +1
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 []+3 []+4
CHA Mythic Bonus: +1
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card ( [] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [ ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter).
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

At the start of his next turn uses cure on himself

cards healed: 1d4 + 1 ⇒ (1) + 1 = 2

cure recharge 8: 1d10 + 4 ⇒ (6) + 4 = 10

Ramexes wrote:

Hand: Benevolent buckler, Ruby of charisma, Boatswain, Find traps, Bastard sword +1,

Displayed:
Deck: 7 Discard: 2 Buried: 7
Notes: CH 1 die bump usedBlessing available
Mythic Charges: 1 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +1
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 []+3 []+4
CHA Mythic Bonus: +1
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card ( [] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [ ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter).
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


Box Runner

During This Adventure: The servitor demon is the henchman Shadow Demon.

Shadow Demon:
Shadow Demon
Henchman Monster 3

Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario: • When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Cohorts:

Captain Oparal:

Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

Radovan Virholt:

Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Displayed Next to Scenario:

Compelling Offer:
Barrier 3
Traits
Temptation
Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Turn: 17, Nyctessa/agent_eclipse

Random Cards:

Monsters
Spoiler:
Cambion
Monster B
Traits:
Outsider
Demon
Elite
To Defeat:
Combat 12
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

Spoiler:
Ghost
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

Spoiler:
Incubus
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15
The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

Spoiler:
Mad Knight
Monster 1
Traits:
Human
Cavalier
Veteran
To Defeat:
Combat 13
The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Spoiler:
Salamander
Monster 2
Traits:
Outsider
To Defeat:
Combat 15
All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Barriers
Spoiler:
Sin Seeker
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

Spoiler:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Spoiler:
Glimmer of Hope
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Spoiler:
Baleful Shadows
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.

Spoiler:
Demonic Horde
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Weapons
Spoiler:
Marksman's Bow
Weapon 2
Traits:
Bow
Ranged
Piercing
Magic
Veteran To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Spoiler:
Cold Iron Longsword
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Marksman's Bow
Weapon 2
Traits:
Bow
Ranged
Piercing
Magic
Veteran To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Spoiler:
Skirmishing Spear
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran To Acquire:
Dexterity
Ranged 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

Spoiler:
Bolas
Weapon B
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

Spells
Spoiler:
Create Spiked Pit
Spell 3
Traits:
Magic
Arcane
Trap
Elite To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding or burying it.

Spoiler:
Unearthly Aim
Spell 2
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 8
Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check.

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

Spoiler:
Ice Strike
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Dazzle
Spell B
Traits:
Magic
Arcane
Attack
Mental
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

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

Spoiler:
Magic Padded Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Bejeweled Helm
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10
Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Celestial Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10
At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Padded Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Items
Spoiler:
Horn of Assured Victory
Item 2
Traits:
Instrument
Magic To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Spoiler:
Pure Holy Water
Item 3
Traits:
Liquid
Magic
Divine To Acquire:
Craft
Wisdom
Divine 12
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Spoiler:
Potion of Restoration
Item 1
Traits:
Liquid
Alchemical
Elite To Acquire:
Intelligence
Craft 7
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

Spoiler:
Horn of Assured Victory
Item 2
Traits:
Instrument
Magic To Acquire:
Constitution
Fortitude 7
Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Spoiler:
Portable Altar
Item B
Traits:
Object
Divine
Elite To Acquire:
Wisdom
Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Allies
Spoiler:
Bat
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Spoiler:
Frog
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 6
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Spoiler:
Vulture
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Spoiler:
Unfettered Imp
Ally 3
Traits:
Outsider
Devil
Temptation To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

Spoiler:
Riftwarden
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence
Knowledge 7
OR Diplomacy 10
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Nethys
Blessing 2
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:
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this 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 Abadar
Blessing B
Traits:
Divine
Abadar 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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Top of Blessing Discard Pile:

Blessing of Deskari:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Remaining: 11

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 any check.
Discard this card to add 2 dice to any non-combat Strength 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 2 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 3 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 4 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 5 /
Blessing of Nethys
Blessing 2
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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 7 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 9 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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 Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 11 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

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

Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Ramexes/Merisal, Grimslake

Paradise Hill Card 1:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar 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.

Paradise Hill Card 2:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Paradise Hill Card 3:
Accursed Priest
Monster 1
Traits:
Undead
Cleric
Veteran
To Defeat:
Combat 11
OR Divine 8
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Paradise Hill Card 4:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_

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

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

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Nyctessa/agent_eclipse, Hag Coven; Grimslake

Maze Card 1:
Hag Coven
Villain 3
Type: Monster
Traits:
Hag
To Defeat:
Combat 24
OR Knowledge
Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Maze Card 2:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Maze Card 3:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_

Maze Card 4:
Elven Chain Shirt
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Maze Card 5:
Sage's Journal
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Maze Card 6:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Family Tomb
At This Location: When a character dies, all characters at this location die.
When Closing: Summon and defeat the henchman Wight.
When Permanently Closed: Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Uliah/Akaitora,

Family Tomb Card 1:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Family Tomb Card 2:
Temptation of Arms
Barrier B
Traits:
Temptation
To Defeat:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Family Tomb Card 3:
Mongrel Ranger
Monster B
Traits:
Mongrel
Ranger
Elite
To Defeat:
Combat 0
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.
This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_

Family Tomb Card 4:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Dark Archive

Deck Handler

Intelligence 12 to Move: 1d10 + 4 + 3 + 2 ⇒ (8) + 4 + 3 + 2 = 17 Moved to Family Tomb.

Explore Family Tomb Card 1: Blessing of Ascension.
Auto-Acquire.

Discard Blessing of Ascension to Explore Card 2: Temptation of Arms.
We already acquired a weapon 2 and 3 so...Banishing.

Discard Cleric of Nethys: Examine Top 2/Put Back In Any Order/Explore.
Explore Card 4: Corroded Helm.
Constitution 3: 1d4 ⇒ 4 Acquired!

Discard Blessing of Nethys to Explore Card 3: Mongrel Ranger.
BYA Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Bury Animated Skeleton and Recharge Corroded Helm to reduce damage to 0.
Use Life Drain.
Combat 12 (From Random Monster 1): 1d10 + 4 + 3 + 2 + 2d4 ⇒ (9) + 4 + 3 + 2 + (2, 4) = 24 Acquired!
Arcane 9: 1d10 + 4 + 3 + 2 ⇒ (10) + 4 + 3 + 2 = 19 Recharged.
Blessing of Ascension 2 shuffled into deck.

Recharge Count Jeggare to put Black Spot on Top of Deck.

Encounter Wight to Close.
BYA Target (1 Nyctessa/2 Uliah): 1d2 ⇒ 2 1 Cold Damage that buries a card. Sorry.
Reveal Hungering Staff. Auto-Defeat.

Closed. Reset Hand. End Turn.

Nyctessa wrote:

Hand: Life Drain, Black Spot, Mongrel Ranger B, Hungering Staff, Blessing of The Archdevils, Shadow Demon 3,

Displayed:
Deck: 7 Discard: 8 Buried: 4
Notes:
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [X] +2 [X] +3 [X] +4
INT Mythic Bonus: +3
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Charisma d8 [X] +1 [ ] +2
CHA Mythic Bonus: +3

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
When you defeat a monster and would banish it, you may draw it instead.
You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 ([X] or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster ([X] or to acquire an ally).
Once per turn, if you are required to remove cards from your deck and you don't have enought, you do not die.
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Archmage
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Receive 1 mythic charge

Amaryllis was inspired by a familiar pitborn coming to reinforce Paradise Hill.

Amarylllis's turn
Exploring Paradise Hill 1: Blessing of Abadar

Blessing of Abadar:
Blessing B
Traits:
Divine
Abadar 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.

Reveal Radovan Virholt
Disable 6: 1d4 + 1d6 ⇒ (3) + (3) = 6
Blessing of Abadar is acquired
Sensing how confused Amaryllis was getting, Radovan reassured the sorcerer that Abadar was supporting her. "Oh good, I know that god!"

Discarding Blessing of Abadar to explore Paradise Hill 2: Constrictor Snake

Constrictor Snake:
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Displaying Frostbite
Combat 11: 1d12 + 8 + 1d6 + 1d6 ⇒ (2) + 8 + (3) + (4) = 17
Constrictor Snake is banished
Arcane 7: 1d12 + 8 ⇒ (11) + 8 = 19
Frostbite is recharged
A large constrictor snake was slithering up the hill. But the cold-blooded reptile could not withstand Amaryllis's cold magic.

Displaying Banner of Valor at Maze
Ending turn. Discarding Skitter to move to Maze
Arcane 8: 1d12 + 8 ⇒ (12) + 8 = 20
Skitter is recharged. Resetting hand
With Ramexes guarding the hill, Amaryllis hoisted Iomedae's banner and magically hurried into the maze, eager to help for the final battle against the coven.

Amaryllis wrote:

Hand: Lightning Touch, Mirror Image, Force Missile, Apprentice, Black Spot, Blessing of Iomedae 2, Radovan Virholt,

Displayed: Banner of Valor,
Deck: 9 Discard: 6 Buried: 3
Notes: Banner of Valor is giving +1d8 vs demon banes at Maze
Ask before using: Blessing of Iomedae (+1 die/+2 dice on noncombat CHA)
Can use without asking: Blessing if it would recharge; Black Spot (-4 to difficulty vs monsters); Radovan (reveal for +1d6 Disable, Ranged, Stealth at my location/recharge to prevent 2 Combat or all Fire or Poison)
Mythic Charges: 2

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +2
Dexterity d8 [X] +1 [] +2 [] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +2
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 2
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Uliah's Deck Handler

Uliah thanks Nyctessa for her help in securing the tomb and goes to meet with Amaryllis at Paradise Hill. He fails to find her, but senses evil presences ahead, so he begins scouting the area.

At the end of Uliah's move step, he recharges his Augury spell to recharge a card from his discard pile (Blessing of Gozreh). Then, he explores. He encounters an accursed priest! I will reveal Captain Oparal, my Dwarven Longhammer and Retriever to add a total of 1d10+1d6+1d4+3 to my cehck

Melee DC 14: 1d10 + 2d6 + 1d4 + 9 ⇒ (3) + (1, 4) + (2) + 9 = 19

Success! I recharge a random blessing from my discard pile (Blessing of Shax) due to the Accursed Priest power. Since I don't have any other explore powers I can use without losing power and this is a very easy to close location, I will simply end my turn.

Uliah and Captain Oparal find the source of the evil presence: a priest performing a summoning ritual. After a short battle, the duo end the evil deed. Then, they continue their scouting of the area to try and track the hag.

Uliah wrote:

Hand: Captain Oparal, Bound Elemental, Blessing of the Gods, Divine Favor, Retriever, Dwarven Longhammer,

Displayed:
Deck: 13 Discard: 3 Buried: 1
"Notes: -Use 'Divine Favor' freely to give yourself +1d4 in a combat check, or +1d4+1 if you have the Divine skill.
-Feel free to use my Blessings on combat checks against the villain or checks to close.
"
Mythic Charges: 2 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 []+3
STR Mythic bonus: +2
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 [X]+2 [X]+3 []+4
Divine: Wisdom +3
CHARISMA d8 [X]+1 []+2 []+3 []+4
CHA Mythic bonus: +2
Diplomacy: Charisma +2

Hand Size 5 [X]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [] or an ally) to add 1d4 ( [X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.
<Power 3>
<Power 4>
<Power 5>

Mythic Path: Mythic Marshall
Add your number of mythic charges to your Strength of Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.


Box Runner

During This Adventure: The servitor demon is the henchman Shadow Demon.

Shadow Demon:
Shadow Demon
Henchman Monster 3

Traits
Outsider
Demon
Incorporeal
Servitor

Check
Combat
20

Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.

During This Scenario: • When you defeat a Grimslake, you may immediately attempt to close the location it came from.
Cohorts:

Captain Oparal:

Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

Radovan Virholt:

Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Displayed Next to Scenario:

Compelling Offer:
Barrier 3
Traits
Temptation
Check
None
0

Powers
Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Turn: 20, Ramexes/Merisal

Random Cards:

Monsters
Spoiler:
Vampire Spawn
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_

Spoiler:
Wrecker Demon
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Spoiler:
Rat Swarm
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Spoiler:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Spoiler:
Giant Fly
Monster B
Traits:
Vermin
Elite
To Defeat:
Combat 9
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.
You're going to need a bigger flyswatter_

Barriers
Spoiler:
Rallying Cry
Barrier B
Traits:
Task
Cache
To Defeat:
None 0
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Spoiler:
Baleful Shadows
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.

Spoiler:
Baleful Shadows
Barrier B
Traits:
Obstacle
Undead
Elite
To Defeat:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight.

Spoiler:
Crazed Cultists
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Spoiler:
Temptation of Favor
Barrier 3
Traits:
Temptation
To Defeat:
None 0
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

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

Spoiler:
Quarterstaff of Vaulting
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite To Acquire:
Strength
Melee 9
OR Acrobatics 6
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.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Spoiler:
Corrosive Dagger +1
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Spoiler:
Bolas
Weapon B
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

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

Spells
Spoiler:
Paralyze
Spell 2
Traits:
Magic
Arcane
Divine
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Refuge
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane 13
OR Wisdom
Divine 9
Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

Spoiler:
Create Spiked Pit
Spell 3
Traits:
Magic
Arcane
Trap
Elite To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 2d6.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding or burying it.

Spoiler:
Charm Monster
Spell 2
Traits:
Magic
Arcane
Divine
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Spoiler:
Detect Demon
Spell B
Traits:
Magic
Divine
Basic To Acquire:
Wisdom
Divine 4
During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Helm of the Valkyrie
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Helm
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Spoiler:
Scale Mail
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Spoiler:
Spiny Shield
Armor 2
Traits:
Shield
Offhand
Magic 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:
Scale Mail
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Items
Spoiler:
Sage's Journal
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Spoiler:
Knight's Pennon
Item 2
Traits:
Object To Acquire:
Charisma
Diplomacy 9
When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Spoiler:
Spellbottle
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Spoiler:
Potion of Beast Skin
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

Spoiler:
Portable Altar
Item B
Traits:
Object
Divine
Elite To Acquire:
Wisdom
Divine 7
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

Allies
Spoiler:
Druid of the Storm
Ally 2
Traits:
Human
Druid
Veteran To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

Spoiler:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Spoiler:
Pegasus
Ally 3
Traits:
Animal
Mount To Acquire:
Wisdom
Survival 11
At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.

Spoiler:
Chief Sull
Ally 1
Traits:
Mongrel
Aristocrat
Elite To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.

Spoiler:
Unfettered Imp
Ally 3
Traits:
Outsider
Devil
Temptation To Acquire:
Intelligence
Charisma
Arcane 7
During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

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 any check.
Discard this card to add 2 dice to any non-combat Wisdom 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 the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9
Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma 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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Spoiler:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Top of Blessing Discard Pile:

Blessing of Ascension:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Remaining: 8

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 2 /
Blessing of Nethys
Blessing 2
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 Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 4 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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 Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 8 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

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

Paradise Hill
At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
When Closing: Expend a mythic charge.
When Permanently Closed: On closing, draw a random non-Basic ally from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Ramexes/Merisal, Uliah/Akaitora, Grimslake

Paradise Hill Card 1:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_

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

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

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Hag Coven; Grimslake, Banner of Valor

Maze Card 1:
Hag Coven
Villain 3
Type: Monster
Traits:
Hag
To Defeat:
Combat 24
OR Knowledge
Perception 15
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.

Maze Card 2:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic
To Defeat:
None 0
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Maze Card 3:
Grimslake
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 22
OR Survival 12
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck.
If undefeated, bury the top card of your deck.
These foul worms are content to chew on the dead__ or those who will be_

Maze Card 4:
Elven Chain Shirt
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Maze Card 5:
Sage's Journal
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Knowledge 8
Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Maze Card 6:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Family Tomb
Closed
At This Location: When a character dies, all other characerts at this location die.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Nyctessa/agent_eclipse,


Remember kill a monster examine next 3 cards deck handler

Ramexes gains a mythic charge and heads to the maze where he meets the hags


Remember kill a monster examine next 3 cards deck handler

ramexes chooses spell Compelling offer difficulty increase is: 1d20 ⇒ 1

Combat 25


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Summoning Hag Coven

Hag Coven:
Villain Monster 3

Traits
Hag

Check
Combat
24
OR
Knowledge
Perception
15

Powers
Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated.
While you act, characters at other locations cannot play cards.


Choosing Spellbottle from Compelling Offer items
Compelling Offer: 1d20 ⇒ 19
Discarding Lightning Touch, recharging Apprentice, discarding Blessing of Iomedae, using 2 mythic charges
Combat 24+19=43: 2d20 + 8 + 2d4 + 1d6 ⇒ (10, 19) + 8 + (4, 3) + (4) = 48
Hag Coven is banished. Item 3 Spellbottle is added to scenario rewards. Ramexes receives 1 mythic charge.
Arcane 6: 1d12 + 6 ⇒ (11) + 6 = 17
Lightning Touch is recharged
The hag approached Amaryllis. "Ah, the little one... we have a special treat for you if you want, something very powerful." Blaine gasped as he saw the item in the hag's grasp. "I don't know Amaryllis. Maybe we should let her go?"
The sorcerer shook her head. "No, she's evil! We have to fight her!" Shouting a Iomedean battle cry, the halfling tagged the hag with a mighty shocking grasp. Blaine followed, firing his own spells. The hag shrieked and dropped the magic bottle, withering away under her assault.
Amaryllis signaled to her fellow marshal. "We have them trapped, Ramexes!"

Amaryllis wrote:

Hand: Mirror Image, Force Missile, Black Spot, Radovan Virholt,

Displayed: Banner of Valor,
Deck: 11 Discard: 7 Buried: 3
Notes: Banner of Valor is giving +1d8 vs demon banes at Maze
Ask before using:
Can use without asking: Blessing if it would recharge; Black Spot (-4 to difficulty vs monsters); Radovan (reveal for +1d6 Disable, Ranged, Stealth at my location/recharge to prevent 2 Combat or all Fire or Poison)
Mythic Charges: 0

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +0
Dexterity d8 [X] +1 [] +2 [] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +0
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

Mythic Path: Mythic Marshal
Add your number of mythic charges to your Strength or Charisma check. Then you may expend 1 or more charges. If you do, after you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20; if you succeed at the check, choose another character at your location to get a charge.
When a character at your location encounters a card, you may give 5 of your mythic charges to other characters at your location; you choose how to distribute them.

Die bumps: 2
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Uliah's Deck Handler

Uliah finally finds Amaryllis, who seems to have found the hags together with Ramexes! He joins the fray and engages one of the hags.

I will discard a mythic charge to temp close Paradise Hill

I'll reveal Captain Oparal, my Retriever and my Dwarven Longhammer. Additionally, I will discard my Blessing of the Gods and use Divine Favor on myself for 1d4+1

Combat Melee DC 24: 1d10 + 1 + 3d6 + 2d4 + 2 + 5 ⇒ (3) + 1 + (4, 5, 4) + (3, 1) + 2 + 5 = 28

One of the hags lays unconscious at Uliah's feet.

"This is your chance Ramexes!"


Remember kill a monster examine next 3 cards deck handler

Ramexes expends 2 mythic charges and discards bastard sword and recharges find traps

combat 25: 2d20 + 2d8 + 9 ⇒ (7, 17) + (5, 6) + 9 = 44

The hags are toast Spell 3 added to scenario rewards


Box Runner

Development:
In an ossuary beneath Storasta, Count Jeggare reveals a tableau of
bones. In it, three figures perform a ritual. Jeggare points to one of
them. “The witch Areelu Vorlesh was seduced by Deskari’s promises
of power,” he says. “Her treachery opened the Worldwound.”

In the image, Areelu Vorlesh holds the Lexicon of Paradox. It
matches the description you were given, except it has an extra
pictogram upon its spine.

“The symbol represents Widowknife Clanhold in Undarin,
Areelu Vorlesh’s stronghold,” says the count. “We have no time
to spare. We must reach Undarin before my old adversary, Prince
Kasiya.”

“You think my teeth are something, eh?” Radovan makes fangs
with his fingers. “Wait till you see Kasiya’s.”

REWARD
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an item
in her deck with the loot Black Robe. At the end of each scenario, return the loot to the game box.

Black Robe:

Loot 3
Type: Item
Traits: Accessory Magic Corrupted
To Acquire: 0
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check. Discard this card to put a spell from your discard pile on top of your deck. After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.

Characters completing the first scenario at their tier gain one skill feat.

Deck Upgrades
Sawtooth Sabre +2 Weapon 3
Cold Iron Mace +1 Weapon 2

Refuge Spell 3
Refuge Spell 3
Unearthly Aim Spell 2
Enchanted Fang Spell B
Skitter Spell B

Imperial Army Greathelm Armor 2
Corroded Helm Armor B
Scale Mail Armor B

Spellbottle Item 3

Druid of the Leaf Ally 3
Recruit Ally B

Blessing of Nethys Blessing 2
Blessing of Ascension Blessing B
Blessing of Ascension Blessing B
Blessing of Abadar Blessing B
Blessing of Shax Blessing B
Blessing of Abraxas Blessing B
Blessing of Abadar Blessing B
Blessing of Shax Blessing B
Blessing of Ascension Blessing B
Blessing of Ascension Blessing B
If any of you have your BR boon from CaG this may be a good time to get a second deck upgrade from the leftovers

Go ahead and post deck upgrades/skill feats/loot preferences/boon roll in discussion tab. Also let me know if you are wanting a pause. Current plan was to play through AoA but I know a few of you are BR's so if we need to pause until mid NOV then that is ok


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Gain Skill Feat: DEX +2
Upgrading Spell B Black Spot into Spell 3 Swipe
With the threat gone, Amaryllis tapped into the hags' gift. The sorcerer could now jinx her enemies at a distance. She was excited, but also a little wary. "I better practice my aim so I don't curse my friends!"


Box Runner

1-3B: SOVEREIGN OF SACRIFICE
Before reaching your destination, you come to a castle high atop
a cliff. Below, a small village sits behind half a dozen meager
plots of tilled land. The residents retreat behind the village
walls. “We need water,” says Captain Oparal, “and we could use a
fortified position in case we need to retreat from Undarin.”

Count Jeggare flips to the maps in his journal. “Valahuv,” he
says. “According to Pastor Shy’s Witch-Cults of Northern Avistan, it
was home to the Dweller in the Delvegate, also known as Ommors.
Hmm. She was worshipped as a blood goddess.”

“Blood goddess?” Radovan rubs his chest and then smiles and
slides his hand to his throat. “Vampires are enough of a pain in
the neck.”

“Pastor Shy was an inconsistent chronicler. Perhaps these
rumors are unfounded.”

“Not this close to the Worldwound,” says Oparal. “Here, every
horrible thing you hear is true.”

“A good point, Captain,” says Jeggare.

“Pain in the neck,” says Radovan. “Vampires! Get it?”
Oparal and the count sigh in unison.

“I don’t care what you guys think,” says Radovan. “I think
I’m funny.”

“So do we all,” says Oparal. “But looks aren’t everything.”

Radovan does a double take. “When did you start getting funny?”

“We must employ diplomacy with the residents of Valahuv,” says
Count Jeggare.

Oparal nods. “The village must have its own god-caller.”
“Summoner.”

“The question is whether this summoner serves Ommors.”

“Even if so, we may be able to negotiate an exchange of rations
and supplies. In the meantime, we must be mindful not to let any
member of our company, Radovan, slip away with one of the local
women, Radovan, only to be rendered a blood sacrifice, Radovan.”

“Surely he needs no such reminder,” says Oparal.

“It’s all right,” says Radovan. “The boss can’t say he told me so
later unless he tells me so now.”

During This Scenario:
• After you acquire a boon, examine the top card of your location deck. If it is a boon, banish it; if is a bane, put it on the bottom of your location deck.
• When you close the final location listed for your number of players, summon and build the location Abattoir and shuffle villain Ommors into the location deck.

Villain: NONE for first stage (see scenario rules)

Ommors:
Ommors
Villain Monster 3

Traits
Outsider
Fiend

Check
Combat
28

Powers
Ommors is immune to the Acid and Poison traits.
You may banish an ally to evade Ommors.
Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter.
After you act, discard 2 cards from your hand or from your deck.

Henchmen:

Feeding Time:
Feeding Time
Henchman Barrier 3

Traits
Task
Outsider
Fiend

Check
Stealth
Survival
Charisma
Diplomacy
13

Powers
Before you act, you may banish an ally and discard all blessings in your hand to defeat this card.
If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.

Cohorts:

Captain Oparal:
Captain Oparal
Cohort 3

Traits
Elf
Paladin

Check

Powers
Reveal this card to add 1d6 to a Melee or Divine check attempted by a character at your location.
Recharge this card to shuffle an ally or a cohort from a character's discard pile into his deck.

Radovan Virholt:
Radovan Virholt
Cohort 3

Traits
Hellspawn
Rogue

Check

Powers
Reveal this card to add 1d6 to a Disable, Ranged, or Stealth check attempted by a character at your location.
Recharge this card to reduce Combat damage dealt to any character by 2, or to reduce Fire or Poison damage dealt to any character to 0.

Count Jeggare:
Count Jeggare
Cohort 3

Traits
Half-Elf
Wizard

Check

Powers
Reveal this card to add 1d6 to a check to recharge a card, or to an Arcane, Knowledge or Perception check attempted by a character at your location.
Recharge this card to put a spell from a character's discard pile on top of her deck.

751 to 800 of 1,779 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [ACG] [OUTPOST] Season of the Righteous All Messageboards