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

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Turn order:

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


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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:
• 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.
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.

Random Monsters:
Monster 1
Spoiler:
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.

Monster 2
Spoiler:
Crocodile
Monster B

Traits
Animal
Aquatic
Elite

Check
Combat
13

Powers
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

Monster 3
Spoiler:
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.

Monster 4
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 5
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.

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

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 2
Spoiler:
Temptation of Lucre
Barrier C

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 3
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 4
Spoiler:
Temptation of Invincibility
Barrier B

Traits
Temptation

Check
None
0

Powers
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.

Barrier 5
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.

Random Weapons:
Weapon 1
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 2
Spoiler:
Battle Aspergillum
Weapon C

Traits
Mace
Melee
Bludgeoning
Elite

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 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

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:
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.

Weapon 5
Spoiler:
Hand Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
5

Powers
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.

Random Spells:
Spell 1
Spoiler:
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.

Spell 2
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 3
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.

Spell 4
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 5
Spoiler:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
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.

Random Armors:
Armor 1
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.

Armor 2
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 3
Spoiler:
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.

Armor 4
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 5
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.

Random Items:
Item 1
Spoiler:
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.

Item 2
Spoiler:
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.

Item 3
Spoiler:
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.

Item 4
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.

Item 5
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.

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:
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 3
Spoiler:
Thylacine
Ally 3

Traits
Animal

Check
Wisdom
Survival
10

Powers
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.

Ally 4
Spoiler:
Fortune-Teller
Ally 1

Traits
Human
Oracle

Check
Charisma
Diplomacy
11

Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.

Ally 5
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.

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 Iomedae
Blessing C

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 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 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.

Turn: 1 Nyctessa/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Shax

Top Blessing:
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 Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Amaryllis)
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.

Blessings Deck Card 2 (Turn 3 Uliah)
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 3 (Turn 4 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 4 (Turn 5 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 5 (Turn 6 Amaryllis)
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.

Blessings Deck Card 6 (Turn 7 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 7 (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 8 (Turn 9 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 10 Amaryllis)
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 10 (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 11 (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 12 (Turn 13 Nyctessa)
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 13 (Turn 14 Amaryllis)
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 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 15 (Turn 16 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 16 (Turn 17 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 17 (Turn 18 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 18 (Turn 19 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 19 (Turn 20 Ramexes)
Spoiler:
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.

Blessings Deck Card 20 (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 21 (Turn 22 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 23 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 23 (Turn 24 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 25 Nyctessa)
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.

Blessings Deck Card 25 (Turn 26 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 26 (Turn 27 Uliah)
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 27 (Turn 28 Ramexes)
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.

Blessings Deck Card 28 (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 29 (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.

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Cavern Card 1:
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.

Cavern Card 2:
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.

Cavern Card 3:
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.

Cavern Card 4:
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.

Cavern Card 5:
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.

Cavern Card 6:
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.

Cavern Card 7:
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.

Cavern Card 8:
Sickle
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
5

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.

Cavern Card 9:
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.

Cavern Card 10:
Spellbottle
Item 3

Traits
Object
Magic
Arcane
Divine

Check
Arcane
Divine
10

Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into 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.

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw one card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1:
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.

Great Hall Card 2:
Almanac
Item 1

Traits
Book
Elite

Check
Intelligence
Knowledge
7

Powers
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

Great Hall Card 3:
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.

Great Hall 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.

Great Hall Card 5:
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.

Great Hall Card 6:
Flaming Spear +1
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Great Hall Card 7:
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.

Great Hall Card 8:
Fireblade
Spell B

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.

Great Hall Card 9:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

Powers
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

Great Hall Card 10:
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:3 Al:2 Bl:0 ?:1

Marketplace Card 1:
Potion of Striding
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Marketplace Card 2:
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.

Marketplace Card 3:
Magic Shield
Armor B

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

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 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.

Marketplace Card 4:
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.

Marketplace Card 5:
Monkey's Paw
Item C

Traits
Object
Gambling
Corrupted

Check
See Below
0

Powers
You may use any skill in your check to acquire this item; roll 1d20 to determine the difficulty of the check. If you fail to acquire this card, and it has the Corrupted trait, bury a card.
Shuffle this card into your deck to add 1d20 to your check; the difficulty of the check is increased by 1d20. If you fail the check, banish this card.

Marketplace Card 6:
Lance
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Elite

Check
Strength
Melee
8

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. 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 to your check.

Marketplace Card 7:
Chief Sull
Ally 1

Traits
Mongrel
Aristocrat
Elite

Check
Charisma
Diplomacy
0

Powers
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.

Marketplace Card 8:
Aklys
Weapon C

Traits
Club
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4, or discard it to add another 2d4 and the Piercing trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Marketplace Card 9:
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.

Marketplace Card 10:
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.

Sacristy
At This Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
When Permanently Closed: On closing, add 1 of your buried cards to your hand.
M:0 Ba:0 W:1 Sp:2 Ar:1 I:4 Al:0 Bl:1 ?:1

Sacristy Card 1:
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.

Sacristy Card 2:
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.

Sacristy Card 3:
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.

Sacristy Card 4:
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.

Sacristy Card 5:
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.

Sacristy Card 6:
Cure
Spell C

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
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.

Sacristy Card 7:
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.

Sacristy Card 8:
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.

Sacristy Card 9:
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.

Sacristy Card 10:
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.

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Watchtower Card 1:
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.

Watchtower Card 2:
Druid of the Flame
Ally 1

Traits
Human
Druid
Veteran

Check
Survival
7
OR
Charisma
Diplomacy
9

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

Watchtower Card 3:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

Powers
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.

Watchtower Card 4:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

Watchtower Card 5:
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.

Watchtower Card 6:
Cambion
Monster C

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.

Watchtower Card 7:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
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.

Watchtower Card 8:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Watchtower Card 9:
Mercenary
Monster C

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Watchtower Card 10:
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.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: NOT YET BUILT (see scenario rules)

Abattior Card 1:
Temptation of Arms
Barrier C

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.

Abattior Card 2:
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.

Abattior Card 3:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
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.

Abattior Card 4:
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.

Abattior Card 5:
Shocking Lance +1
Weapon 3

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
13

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 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.

Abattior Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Abattior Card 7:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Abattior Card 8:
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.

Abattior Card 9:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Abattior Card 10:
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.


Uliah's Deck Handler

Uliah will join Captain Oparal for this mission as well adding it to his starting hand. He will suggest they try to find allies in the Sacristy first. Perhaps he can convince a fellow holy man to aid them in their cause.

Uliah wrote:

Hand: Blessing of the Gods 4, Wand of Flying, Retriever, Augury, Divine Favor, Bound Lantern Archon, Captain Oparal,

Displayed:
Deck: 11 Discard: 0 Buried: 0
"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.
"
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 [X]+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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Replacing Item B Bracers of Protection with Loot Item B Sacred Prism. Replacing Item B Cape of Escape with Loot Item 2 Banner of Valor.
Starting at Marketplace
Adding Cohort Radovan Virholt to hand
"I know what would help the Valahuvians!" shouted the halfling excitedly. "Come Radovan! Let's see if the marketplace sells any fireworks."

Amaryllis wrote:

Hand: Banner of Valor, Crown of Charisma, Frostbite, Surgeon, Blessing of Iomedae 1, Apprentice, Blessing of Iomedae 2, Radovan Virholt,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Ask before using: 2 Blessings of Iomedae (+1 die/+2 dice for noncombat CHA); Banner of Valor (+1d8 vs demons at a location)
Can use without asking: Blessing if would recharge; blessing on henchman; Banner of Valor if location is expected to close; Surgeon (cure 1 card at my location); Radovan Virholt (+1d6 to Disable, Ranged, Stealth at my location/prevent 2 Combat damage/prevent all Fire or Poison damage)
Mythic Charges: 3

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +3
Dexterity d8 [X] +1 [X] +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: +3
-- 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

"The Sacristy? Fine, I can always use more minions. Join us Count Jeggare." Nyctessa agrees with a wicked smile. This is presuming you wanted people to go there with you from your text.

Starting at Sacristy with Uliah. Adding Count Jeggare. Traded Bracers of Protection for Black Robe.

Nyctessa wrote:

Hand: Blessing of Nethys, Black Robe, Animated Zombie, Ice and Fire, Thieve's Tools, Black Dagger Chemist,

Displayed:
Deck: 12 Discard: 0 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 [X] +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.

Will take turn once locations are chosen.


Remember kill a monster examine next 3 cards deck handler

Ramexes will start in the cavern

"

Ramexes wrote:

Hand: Find traps, BotGods 2, Soulshear, BotGods 1, Bastard sword +1, Clockwork butterfly,

, "
Displayed:
Deck: 11 Discard: 0 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 [X3]+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

Explore Sacristy Card 1: Paralyze

Spoiler:

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.


Auto-Acquire.

Examine Card 2: Blessing of Baphomet is Banished.

Discard Black Dagger Chemist to Explore Card 3: Book of the Loremaster

Spoiler:

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.


Auto-Acquire. Box on Dark Archive boon checked off.

Examine Card 4: Potion of Restoration is Banished.

Discard Animated Zombie to Explore Card 5: Potion of Nightvision. Not acquiring.

End Turn. Discard Paralyze. Reset Hand.

Nyctessa wrote:

Hand: Blessing of Nethys, Black Robe, Blessing of The Archdevils, Ice and Fire, Thieve's Tools, Book of the Loremaster,

Displayed:
Deck: 11 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 [X] +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

Exploring Marketplace 1: Potion of Striding

Potion of Striding:
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.


INT 4: 1d4 + 4 ⇒ (3) + 4 = 7
Potion of Striding is acquired. Examining Marketplace Card 2: Caltrop Bead. Banishing Caltrop Bead
Amaryllis was distracted immediately by a bubbly potion. "Oooh, let's buy that instead! Besides, they only have 1 meager firework in stock. That won't be flashy enough."

Discarding Blessing of Iomedae to explore Marketplace Card 3: Magic Shield

Magic Shield:
Armor B

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

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 proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.


Fortitude 6: 1d8 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Magic Shield is acquired. Examining Marketplace 4: Feeding Time
Amaryllis was wandering to another stall. "What a nice shield! I'll buy it too!" The shopkeeper was in such a rush to leave that he didn't even try to haggle. "It's almost that hour. Don't want to be around when the monster gets hungry."

Recharging Banner of Valor to recharge Blessing of Iomedae
Amaryllis was outraged at how these poor vendors were endangered by the monster, and hoisted Iomedae's banner. "I've got to do something to save them!"

Discarding Blessing of Iomedae to explore Marketplace 4: 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.


Recharging Crown of Charisma. Feeding Time is banished
Amaryllis donned her magic crown and strode to where the monster was starting to emerge. "You can't just *eat* people!" she scolded the fiend.
Cowed by the authority of this small unafraid figure, Ommors retreated. For now.

Pausing to discuss whether to leave Marketplace open

Amaryllis wrote:

Hand: Magic Shield, Frostbite, Surgeon, Apprentice, Radovan Virholt, Potion of Striding,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes:
Ask before using:
Can use without asking: Blessing if would recharge; blessing on henchman; Surgeon (cure 1 card at my location); Radovan Virholt (+1d6 to Disable, Ranged, Stealth at my location/prevent 2 Combat damage/prevent all Fire or Poison damage)
Mythic Charges: 3

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +3
Dexterity d8 [X] +1 [X] +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: +3
-- 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

Redoing part of my turn. Feeding Time should have been placed on bottom of Marketplace when it was examined, so I shouldn't have explored it. Instead:

Discarding Blessing of Iomedae to explore Marketplace 5: Monkey's Paw

Monkey's Paw:
Item C

Traits
Object
Gambling
Corrupted

Check
See Below
0

Powers
You may use any skill in your check to acquire this item; roll 1d20 to determine the difficulty of the check. If you fail to acquire this card, and it has the Corrupted trait, bury a card.
Shuffle this card into your deck to add 1d20 to your check; the difficulty of the check is increased by 1d20. If you fail the check, banish this card.


Difficulty: 1d20 ⇒ 17
Arcane 17: 1d12 + 9 + 4 ⇒ (9) + 9 + 4 = 22
Monkey's Paw is acquired. Examining Marketplace 6: Lance. Lance is banished
The shopkeeper shook his head. "No, halfling. The monster is not here just yet. That is but the whispering of the wind. We are still in danger."
Amaryllis was disappointed. "But I want to defend you all!" She went to try to buy a lance. "I'll fight the monster when it does come!" The shopkeeper shook his head again. "We cannot hope to beat it with weaponry. We are cursed, cursed, I say!" He showed her a withered relic.
Amaryllis was insistent. "I'll take the cursed relic away from here then! I'll protect you somehow!"

Recharging Surgeon to cure Blessing of Iomedae
Glissa inspected her hand to make sure the cursed monkey's paw didn't cause any wound.

Discarding Apprentice to explore Marketplace 7: Chief Sull

Chief Sull:
Ally 1

Traits
Mongrel
Aristocrat
Elite

Check
Charisma
Diplomacy
0

Powers
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.


Random Item 1: 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.


Charisma 8: 1d12 + 7 + 4 ⇒ (9) + 7 + 4 = 20
Chief Sull is acquired. Returning Codex to box. Examining Marketplace 8: Aklys. Banishing Aklys.
Her apprentice Blaine was walking through the marketplace when he collided with a mongrel whose head was buried in a book. "Watch where you're going!" Amaryllis quickly came to soothe things over. "Oh hey Mister Sull! I'm sure it was an accident. How about we buy you this nice new aklys for your trouble? Look at how pointy it is" The mongrel was quickly mollified.

Ending turn

Amaryllis wrote:

Hand: Magic Shield, Potion of Striding, Frostbite, Monkey's Paw, Crown of Charisma, Chief Sull, Radovan Virholt,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes:
Ask before using:
Can use without asking: Blessing if would recharge; blessing on henchman; Radovan Virholt (+1d6 to Disable, Ranged, Stealth at my location/prevent 2 Combat damage/prevent all Fire or Poison damage)
Mythic Charges: 3

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +3
Dexterity d8 [X] +1 [X] +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: +3
-- 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:
• 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.
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.

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:
Mongrel Ranger
Monster B

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 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:
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.

Barrier 2
Spoiler:
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.

Barrier 3
Spoiler:
Symbol of Insanity
Barrier 3

Traits
Trap
Magic

Check
Wisdom
Divine
14

Powers
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.

Barrier 4
Spoiler:
Temptation of Invincibility
Barrier B

Traits
Temptation

Check
None
0

Powers
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.

Barrier 5
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.

Random Weapons:
Weapon 1
Spoiler:
Bolas
Weapon B

Traits
Chain
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

Powers
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 whose highest difficulty to defeat is 12 or lower.

Weapon 2
Spoiler:
Javelin
Weapon B

Traits
Spear
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
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.

Weapon 3
Spoiler:
Longspear
Weapon B

Traits
Spear
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
5

Powers
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.

Weapon 4
Spoiler:
Battle Aspergillum
Weapon C

Traits
Mace
Melee
Bludgeoning
Elite

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 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Weapon 5
Spoiler:
Demonbane Light Crossbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

Powers
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.

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:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
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.

Spell 3
Spoiler:
Viper Strike
Spell B

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:
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.

Spell 5
Spoiler:
Protect
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
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:
Corroded Helm
Armor B

Traits
Heavy Armor
Corrupted
Elite

Check
Constitution
Fortitude
3

Powers
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.

Armor 2
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 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:
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 5
Spoiler:
Corroded Helm
Armor B

Traits
Heavy Armor
Corrupted
Elite

Check
Constitution
Fortitude
3

Powers
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.

Random Items:
Item 1
Spoiler:
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.

Item 2
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.

Item 3
Spoiler:
Holy Phylactery
Item B

Traits
Object
Divine
Veteran

Check
Divine
6

Powers
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.

Item 4
Spoiler:
Manual of War
Item 1

Traits
Book

Check
Melee
Ranged
8

Powers
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

Item 5
Spoiler:
Dawnflower's Light
Item 2

Traits
Object
Divine
Magic

Check
Wisdom
Divine
9

Powers
Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.

Random Allies:
Ally 1
Spoiler:
Frilled Lizard
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

Ally 2
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 3
Spoiler:
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.

Ally 4
Spoiler:
Lann
Ally 1

Traits
Mongrel
Guard
Veteran

Check
Charisma
Diplomacy
0

Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

Ally 5
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.

Random Blessings:
Blessing 1
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 2
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 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 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 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.

Turn: 3 Uliah/Akaitora

Top of Blessing Discard Pile: Blessing of Shax

Top Blessing:
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 Remaining: 27
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 4 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 2 (Turn 5 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 3 (Turn 6 Amaryllis)
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.

Blessings Deck Card 4 (Turn 7 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 5 (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 6 (Turn 9 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 10 Amaryllis)
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 8 (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 9 (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 10 (Turn 13 Nyctessa)
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 11 (Turn 14 Amaryllis)
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 12 (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 13 (Turn 16 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 14 (Turn 17 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 15 (Turn 18 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 16 (Turn 19 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 17 (Turn 20 Ramexes)
Spoiler:
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.

Blessings Deck Card 18 (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 19 (Turn 22 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 23 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 21 (Turn 24 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 25 Nyctessa)
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.

Blessings Deck Card 23 (Turn 26 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 24 (Turn 27 Uliah)
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 25 (Turn 28 Ramexes)
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.

Blessings Deck Card 26 (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 27 (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.

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Ramexes

Cavern Card 1:
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.

Cavern Card 2:
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.

Cavern Card 3:
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.

Cavern Card 4:
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.

Cavern Card 5:
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.

Cavern Card 6:
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.

Cavern Card 7:
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.

Cavern Card 8:
Sickle
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
5

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.

Cavern Card 9:
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.

Cavern Card 10:
Spellbottle
Item 3

Traits
Object
Magic
Arcane
Divine

Check
Arcane
Divine
10

Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into 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.

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw one card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1:
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.

Great Hall Card 2:
Almanac
Item 1

Traits
Book
Elite

Check
Intelligence
Knowledge
7

Powers
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

Great Hall Card 3:
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.

Great Hall 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.

Great Hall Card 5:
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.

Great Hall Card 6:
Flaming Spear +1
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Great Hall Card 7:
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.

Great Hall Card 8:
Fireblade
Spell B

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.

Great Hall Card 9:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

Powers
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

Great Hall Card 10:
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Amaryllis

Marketplace Card 1:
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.

Marketplace Card 2:
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.

Marketplace Card 3 - 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.

Sacristy
At This Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die.
When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait.
When Permanently Closed: On closing, add 1 of your buried cards to your hand.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Uliah, Nyctessa

Sacristy Card 1:
Cure
Spell C

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
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.

Sacristy Card 2:
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.

Sacristy Card 3:
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.

Sacristy Card 4:
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.

Sacristy Card 5:
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.

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Watchtower Card 1:
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.

Watchtower Card 2:
Druid of the Flame
Ally 1

Traits
Human
Druid
Veteran

Check
Survival
7
OR
Charisma
Diplomacy
9

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

Watchtower Card 3:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

Powers
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.

Watchtower Card 4:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

Watchtower Card 5:
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.

Watchtower Card 6:
Cambion
Monster C

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.

Watchtower Card 7:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
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.

Watchtower Card 8:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Watchtower Card 9:
Mercenary
Monster C

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Watchtower Card 10:
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.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: NOT YET BUILT (see scenario rules)

Abattior Card 1:
Temptation of Arms
Barrier C

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.

Abattior Card 2:
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.

Abattior Card 3:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
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.

Abattior Card 4:
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.

Abattior Card 5:
Shocking Lance +1
Weapon 3

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
13

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 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.

Abattior Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Abattior Card 7:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Abattior Card 8:
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.

Abattior Card 9:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Abattior Card 10:
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.


Uliah's Deck Handler

I'll start my turn by casting Augury, choosing Barriers to try and get the sacristy closed. In the top 3 cards of the deck I find Cure, Commander's Field Plate and Skirmishing Spear (a weapon 3!). Sadly, no barriers, so the location is shuffled.

Uliah attempts to locate Ommors by asking Sarenrae for guidance, but the vampire eludes Uliah's detection. He does sense some magical artifacts around, however.

Aurugy gets auto-recharged. I will then begin exploring:

Random Card to explore: 1d5 ⇒ 1

I find the Cure spell, which I auto-acquire. I examine the top card of the deck:

Random card to examine: 1d4 ⇒ 2

I examine Skirmishing Spear, which is unfortunately banished. I am going to discard my Blessing of the Gods to explore again.

Random card to explore (cards 2, 4 and 5): 1d3 ⇒ 1

I encounter the Commander's Field Plate. I'll try to acquire it.

Charisma DC 8: 1d8 + 4 ⇒ (4) + 4 = 8

Lucky! I examine the top card of the deck:

Random card to examine (cards 3, 4): 1d2 ⇒ 1

It's a Sage's Journal, which gets banished (and removed from the game)

Uliah and Captain Oparal slowly but surely scout every room of the sacristy. Finally there's only one more room to explore, and they prepare to face the vampire.

Uliah begins summoning his trusty Archon, asking once more for guidance on what the vampire has in store for them, in order to be able to properly prepare.

I will use my Bound Archon to look at the top 3 cards of my deck. I find Cure, Blessing of Gozreh and Blessing of the Gods. Not what I was hoping for, but it will have to do. I'll take the Blessing of the Gods into my hand, and put Blessing of Gozreh on top and then Cure. My Archon auto-recharges by revealing my Retriever and Captain Oparal.

Then I am going to discard my Retriever to explore the last card of the Sacristy.

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.

I need a bit of a push, so I'm going to go ahead and discard the blessing I just drew, as well as one of my Ramexes' blessings.

Diplomacy DC 13: 3d8 + 6 ⇒ (3, 7, 1) + 6 = 17

The vampire is waiting in ambush, but Uliah and Captain Oparal are ready. Uliah's bravery inspires the nearby acolytes, who join them and together fight off the vampire. It seems like hope has begun to spark in the hearts of the clergy.

I handily make the Divine DC 7 without rolling and the sacristy is closed. Phew! What a turn. I'm going to cast the copy of Cure I found here before I end my turn (it will get auto-recharged):

Cure: 1d4 + 1 ⇒ (4) + 1 = 5

Uliah wrote:

Hand: Augury, Wand of Flying, Bound Lantern Archon, Blessing of Gozreh, Divine Favor, Captain Oparal,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"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.
"
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 [X]+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.


Remember kill a monster examine next 3 cards deck handler

Ramexes explores the cavern and finds an athlete who has got a little lost

He decides to be friendly (diplomacy dc6 1d10+8)

"theres a worm demon down that branch of the cavern this way"

(worm demon put to the bottom athlete discard for explore)

A demonic horde

1 ram 2 nyc 3 ama 4 uli

4d4 ⇒ (2, 2, 4, 3) = 11

So 2 shadow demons for Nyctessa 1 each for Ulliah and Amaryllis

My blessing is available for these combats sadly I believe Find traps doesn't work in the same way a check to defeat a monster to close a location doesn't gain a benefit from cards that add to close checks

Once resolved will continue my turn current hand below

But need to make sure barrier is defeated before continuing

"

Ramexes wrote:

Hand: Find traps, BotGods 2, Soulshear,

, Bastard sword +1, Clockwork butterfly, "
Displayed:
Deck: 11 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 [X3]+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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

During Ramexes's turn
Summoning 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.


Displaying Frostbite, shuffling Monkey's Paw into deck
Difficulty increase: 1d20 ⇒ 6
Combat 20+6=26: 1d12 + 9 + 1d6 + 1d20 ⇒ (10) + 9 + (3) + (7) = 29
Shadow Demon is banished
Arcane 7: 1d12 + 9 ⇒ (11) + 9 = 20
Frostbite is recharged
A shadow fell over the marketplace. "This must be Ommors!" said Amaryllis. She quickly brandished the monkey's paw and flung an ice spell. "Begone monster!" But the shopkeeper shook his head again. "Nay, that is but a shadow."

Amaryllis wrote:

Hand: Magic Shield, Potion of Striding, Crown of Charisma, Chief Sull, Radovan Virholt,

Displayed:
Deck: 16 Discard: 1 Buried: 0
Notes:
Ask before using:
Can use without asking: Radovan Virholt (+1d6 to Disable, Ranged, Stealth at my location/prevent 2 Combat damage/prevent all Fire or Poison damage)
Mythic Charges: 3

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +3
Dexterity d8 [X] +1 [X] +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: +3
-- 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

Combat 1. Ice and Fire.
Combat 20: 1d10 + 4 + 3 + 2 + 2d8 + 3 ⇒ (9) + 4 + 3 + 2 + (5, 3) + 3 = 29
Arcane 12: 1d10 + 4 + 3 + 2 ⇒ (3) + 4 + 3 + 2 = 12

This second roll is going to take a lot of help to overcome as I only had one spell. Are we wanting to devote that many resources to it?


Uliah's Deck Handler

Sadly, I can't help with the second check for Nyctessa since she doesn't have the Divine skill. I will instead use Divine Favor on myself, as well as my Bound Archon and a Mythic Charge, and then reveal Cap. Oparal.

Combat DC 20: 1d20 + 1d6 + 2d4 + 1 + 7 ⇒ (19) + (4) + (3, 4) + 1 + 7 = 38
Recharge Bound Archon DC 10: 1d10 + 1d6 + 6 ⇒ (5) + (6) + 6 = 17
(Divine Favor auto-recharges with DC 7)

Success!


Remember kill a monster examine next 3 cards deck handler

As nyctessa has no way of defeating the second shadow demon I will end my turn as exploring and possibly finding the same barrier again is just horrible

Ramexes wrote:

Hand: Find traps, BotGods 2, Soulshear, Frog, Bastard sword +1, Clockwork butterfly,

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 [X3]+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

Nyctessa needs to resolve the 2nd shadow demon encounter, but after that here is the game update. I'm assuming the shadow demon and demonic horde is undefeated due to lack of magic trait, so demonic horde has been s huffled back into the Cavern.

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:
• 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.
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.

Random Monsters:
Monster 1
Spoiler:
Carrion Golem
Monster C

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.

Monster 2
Spoiler:
Demon Eater
Monster 3

Traits
Outsider

Check
Combat
21

Powers
Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.

Monster 3
Spoiler:
Locust Demon
Monster 3

Traits
Outsider
Demon
Vermin

Check
Combat
23

Powers
The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.

Monster 4
Spoiler:
Mist Horror
Monster 3

Traits
Outsider
Elemental
Incorporeal

Check
Combat
20

Powers
The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.

Monster 5
Spoiler:
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.

Random Barriers:
Barrier 1
Spoiler:
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.

Barrier 2
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 3
Spoiler:
Arboreal Blight
Barrier C

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 4
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.

Barrier 5
Spoiler:
Symbol of Insanity
Barrier 3

Traits
Trap
Magic

Check
Wisdom
Divine
14

Powers
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.

Random Weapons:
Weapon 1
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

Weapon 2
Spoiler:
Longspear
Weapon B

Traits
Spear
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
5

Powers
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.

Weapon 3
Spoiler:
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.

Weapon 4
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 5
Spoiler:
Bolas
Weapon C

Traits
Chain
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

Powers
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 whose highest difficulty to defeat is 12 or lower.

Random Spells:
Spell 1
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
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.

Spell 2
Spoiler:
Restore Mythic Power
Spell 3

Traits
Magic
Arcane
Divine
Mythic

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
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.

Spell 3
Spoiler:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
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.

Spell 4
Spoiler:
Agility
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 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.

Spell 5
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.

Random Armors:
Armor 1
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 2
Spoiler:
Steel Shield
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
5

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, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.

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:
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.

Armor 5
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.

Random Items:
Item 1
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 2
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 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:
Tome of Mental Prowess
Item 3

Traits
Book
Magic

Check
Intelligence
Wisdom
Charisma
13

Powers
Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

Item 5
Spoiler:
Potion of Striding
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Random Allies:
Ally 1
Spoiler:
Mastiff
Ally C

Traits
Animal

Check
Wisdom
Survival
5
OR
Charisma
Diplomacy
7

Powers
You may not play this card during an encounter.
Display this card to draw 2 cards. At the end of the turn, discard this card.
Discard this card to explore your location.

Ally 2
Spoiler:
Vulture
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
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.

Ally 3
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 4
Spoiler:
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.

Ally 5
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.

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 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 3
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 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 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.

Turn: 5 Nyctessa/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
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 Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 6 Amaryllis)
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.

Blessings Deck Card 2 (Turn 7 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 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 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 10 Amaryllis)
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 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 7 (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 8 (Turn 13 Nyctessa)
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 14 Amaryllis)
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 10 (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 11 (Turn 16 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 12 (Turn 17 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 13 (Turn 18 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 14 (Turn 19 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 15 (Turn 20 Ramexes)
Spoiler:
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.

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 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 18 (Turn 23 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 19 (Turn 24 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 20 (Turn 25 Nyctessa)
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.

Blessings Deck Card 21 (Turn 26 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 22 (Turn 27 Uliah)
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 23 (Turn 28 Ramexes)
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.

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.

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Ramexes, demonic horde!!

Cavern 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.

Cavern Card 2:
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.

Cavern 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.

Cavern Card 4:
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.

Cavern Card 5:
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.

Cavern Card 6:
Sickle
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
5

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.

Cavern Card 7:
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.

Cavern Card 8:
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.

Cavern Card 9:
Spellbottle
Item 3

Traits
Object
Magic
Arcane
Divine

Check
Arcane
Divine
10

Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into 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.

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw one card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1:
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.

Great Hall Card 2:
Almanac
Item 1

Traits
Book
Elite

Check
Intelligence
Knowledge
7

Powers
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

Great Hall Card 3:
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.

Great Hall 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.

Great Hall Card 5:
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.

Great Hall Card 6:
Flaming Spear +1
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Great Hall Card 7:
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.

Great Hall Card 8:
Fireblade
Spell B

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.

Great Hall Card 9:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

Powers
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

Great Hall Card 10:
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Amaryllis

Marketplace Card 1:
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.

Marketplace Card 2:
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.

Marketplace Card 3 - 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.

Sacristy
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Uliah, Nyctessa

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Watchtower Card 1:
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.

Watchtower Card 2:
Druid of the Flame
Ally 1

Traits
Human
Druid
Veteran

Check
Survival
7
OR
Charisma
Diplomacy
9

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

Watchtower Card 3:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

Powers
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.

Watchtower Card 4:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

Watchtower Card 5:
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.

Watchtower Card 6:
Cambion
Monster C

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.

Watchtower Card 7:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
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.

Watchtower Card 8:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Watchtower Card 9:
Mercenary
Monster C

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Watchtower Card 10:
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.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: NOT YET BUILT (see scenario rules)

Abattior Card 1:
Temptation of Arms
Barrier C

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.

Abattior Card 2:
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.

Abattior Card 3:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
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.

Abattior Card 4:
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.

Abattior Card 5:
Shocking Lance +1
Weapon 3

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
13

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 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.

Abattior Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Abattior Card 7:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Abattior Card 8:
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.

Abattior Card 9:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Abattior Card 10:
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.

Dark Archive

Deck Handler

No getting out of this without taking my hands worth of damage so I will use my cards to try anyways.

Blessing of The Archdevils, Shadow Demon 3.
Combat 20: 1d6 + 1d6 + 3d4 ⇒ (4) + (4) + (2, 2, 2) = 14
Hand Discarded.

---

Move to Great Hall. No Exploration. End Turn. Reset Hand.

Nyctessa wrote:

Hand: Blessing of Ascension, Black Spot, Unshakable Chill, Hungering Staff, Animated Skeleton, Life Drain,

Displayed:
Deck: 5 Discard: 9 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 [X] +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

Banishing Potion of Striding to move to Great Hall
Shuffled Great Hall, bottom card: 1d10 ⇒ 5
Banish Chief Sull to examine all cards in Great Hall except 5:

Great Hall cards:
Marksman's Bow Weapon 2
Almanac Item 1
Abyssal Traveler's Kit Item B
Stalking Armor Armor B
Feeding Time (Henchman by process of elimination)
Flaming Spear +1 Weapon 2
Corrupted Crusaders Barrier B
Fireblade Spell B
Belthis Loumis Ally B
Berbalang Monster 2

Reshuffling Great Hall
Chief Sull was in a talkative mood! The mongrel leader was describing how he was ousted from his Great Hall. "Hang on, Nyctessa might want to know about this too!" Amaryllis drank her new potion and bounced over to the Great Hall where Chief Sull finished his tale:
"...I was reading the almanac, and realized it was almost feeding time. So I called on some crusaders for help. But they did nothing! Neither did Belthis Loumis. Neither did the Berbalang. Even when I offered an abyssal kit! I had no choice but to flee. Had to leave all my equipment there: my marksman's bow, my flaming spear, my stalker's armor, my fireblade."

Moving to Marketplace.
Exploring Marketplace 1: Good Omen

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.


Arcane 6: 1d12 + 9 + 4 ⇒ (11) + 9 + 4 = 24
Good Omen is acquired. Examining Marketplace 2: Druid of the Storm. Banishing Druid of the Storm
"This monster sounds so scary!" Amaryllis went back out to the market square. As always, luck was with the sorcerer, and she found a coin with an A scratched on it. "What a good sign!" She was even able to convince a druid to head home out of danger!

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Magic Shield, Good Omen 2, Force Missile, Surgeon, Crown of Charisma, Frost Ray, Radovan Virholt,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes:
Ask before using: Good Omen (+4 to acquire or closing checks)
Can use without asking: Good Omen for closing or Boon 3s; Radovan Virholt (+1d6 to Disable, Ranged, Stealth at my location/prevent 2 Combat damage/prevent all Fire or Poison damage)
Mythic Charges: 3

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +3
Dexterity d8 [X] +1 [X] +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: +3
-- 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

As they travel deeper into enemy territory, Uliah begins noticing the amount of evil presences nearby increase to overwhelming numbers. After discussing it with the captain, they concur in that they are better off attempting to preserve secrecy.

Uliah takes his newly acquired Wand of Flight and prepares for a scouting mission. I'm going to examine the top card of the Cavern and the Great Hall. I find an Imperial Army Greathelm on top of the Cavern and Chief Sull's Marksman Bow on top of the Greathall.

Check to recharge Wand Divine DC 12: 1d10 + 1d6 + 6 ⇒ (3) + (3) + 6 = 12

Both locations have a nasty barrier that we can avoid with Augury (which is in my hand), but out of those I hate Demonic Horde the most, so I'll go to the Cavern and try to scout it out.

Uliah sees some discarded armor and weapons at the entrance to both the Greathall and the Cavern. However, he knows Ramexes was headed for the Cavern when he saw him last and would like to check on him, so he flies towards the Cavern.

Upon arrival, he examines the helm lying at his feet.

Charisma DC 8: 1d8 + 4 ⇒ (8) + 4 = 12

It's a beautifully ornate helm of an imperial army soldier. He worries about the fate of his original owner and picks it up hoping to be able to give it back.

Then, he prepares a divination prayer to try and locate either Ramexes or their mark, the vampire. I'll cast Augury choosing Barrier as the card type to search for. On top I find Carrion Golem, Corrupted Crusaders and Demonic Horde (YES!!!!). I move both Corrupted Crusaders and Demonic Horde to the bottom of the location deck. Augury autorecharges (DC 8)

Uliah is granted a vision of a veritable Demonic Horde accompanied by a group of soldiers that appear to him as soulless shadows. He's saddened by the sight of more brothers and sisters lost to the darkness, but gathers some resolve to try and find Ramexes and warn him before the demons or the soldiers find him.

Before I reset my hand, I will recharge the Imperial Army Greathelm, then I will end my turn.

Uliah wrote:

Hand: Commander's Field Plate, Find Traps, Bound Elemental, Blessing of Gozreh, Blessing of the Gods 4, Captain Oparal,

Displayed:
Deck: 15 Discard: 0 Buried: 0
"Notes: -Feel free to use my Blessings.
-I have Find Traps in my hand, which anyone can use without asking against a Barrier they encounter.
"
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 [X]+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

Uliah - Great hall got shuffled, so you examined the new top card instead.

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:
• 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.
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.

Random Monsters:
Monster 1
Spoiler:
Cambion
Monster C

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.

Monster 2
Spoiler:
Toad Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
28

Powers
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.

Monster 3
Spoiler:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
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.

Monster 4
Spoiler:
Gargoyle
Monster 2

Traits
Gargoyle

Check
Combat
14

Powers
If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.

Monster 5
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.

Random Barriers:
Barrier 1
Spoiler:
Temptation of Sorcery
Barrier 3

Traits
Temptation

Check
None
0

Powers
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells 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; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 2
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 3
Spoiler:
Arboreal Blight
Barrier C

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 4
Spoiler:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Barrier 5
Spoiler:
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.

Random Weapons:
Weapon 1
Spoiler:
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.

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:
Sickle
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
5

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.

Weapon 4
Spoiler:
Cold Iron Mace +1
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Elite

Check
Strength
Melee
8

Powers
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.

Weapon 5
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.

Random Spells:
Spell 1
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.

Spell 2
Spoiler:
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.

Spell 3
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 4
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 5
Spoiler:
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 Armors:
Armor 1
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 2
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 3
Spoiler:
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.

Armor 4
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 5
Spoiler:
Corroded Helm
Armor B

Traits
Heavy Armor
Corrupted
Elite

Check
Constitution
Fortitude
3

Powers
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.

Random Items:
Item 1
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.

Item 2
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.

Item 3
Spoiler:
Manual of War
Item 1

Traits
Book

Check
Melee
Ranged
8

Powers
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

Item 4
Spoiler:
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.

Item 5
Spoiler:
Holy Phylactery
Item B

Traits
Object
Divine
Veteran

Check
Divine
6

Powers
The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.

Random Allies:
Ally 1
Spoiler:
Vulture
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
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.

Ally 2
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 3
Spoiler:
Mongrel Archer
Ally 1

Traits
Mongrel
Elite

Check
Charisma
Diplomacy
0

Powers
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, you damage you are dealt is increased by 1d6.
Discard this card to explore your location.

Ally 4
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 5
Spoiler:
Thylacine
Ally 3

Traits
Animal

Check
Wisdom
Survival
10

Powers
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.

Random Blessings:
Blessing 1
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.

Blessing 2
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.

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 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 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 Deskari

Top Blessing:
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 Remaining: 22
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 9 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 2 (Turn 10 Amaryllis)
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 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 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 6 (Turn 14 Amaryllis)
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 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 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 17 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 10 (Turn 18 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 19 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 12 (Turn 20 Ramexes)
Spoiler:
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.

Blessings Deck Card 13 (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 14 (Turn 22 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 15 (Turn 23 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 16 (Turn 24 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 17 (Turn 25 Nyctessa)
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.

Blessings Deck Card 18 (Turn 26 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 19 (Turn 27 Uliah)
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 20 (Turn 28 Ramexes)
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.

Blessings Deck Card 21 (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 22 (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.

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Ramexes, Uliah , carrion golem

Cavern Card 1:
Sickle
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
5

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.

Cavern Card 2:
Spellbottle
Item 3

Traits
Object
Magic
Arcane
Divine

Check
Arcane
Divine
10

Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into 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.

Cavern Card 3:
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.

Cavern Card 4:
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.

Cavern Card 5:
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.

Cavern Card 6:
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.

Cavern Card 7 - Corrupted Crusaders:
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.

Cavern Card 8 - Demonic Horde:
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.

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw one card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1 - Belthis Loumis:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

Powers
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

Great Hall Card 2:
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.

Great Hall Card 3:
Almanac
Item 1

Traits
Book
Elite

Check
Intelligence
Knowledge
7

Powers
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

Great Hall Card 4:
Flaming Spear +1
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Great Hall 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.

Great Hall Card 6:
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.

Great Hall Card 7:
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.

Great Hall Card 8:
Fireblade
Spell B

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.

Great Hall Card 9:
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.

Great Hall Card 10:
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Amaryllis

Marketplace Card 1 - 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.

Sacristy
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Nyctessa

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Watchtower Card 1:
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.

Watchtower Card 2:
Druid of the Flame
Ally 1

Traits
Human
Druid
Veteran

Check
Survival
7
OR
Charisma
Diplomacy
9

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

Watchtower Card 3:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

Powers
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.

Watchtower Card 4:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

Watchtower Card 5:
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.

Watchtower Card 6:
Cambion
Monster C

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.

Watchtower Card 7:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
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.

Watchtower Card 8:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Watchtower Card 9:
Mercenary
Monster C

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Watchtower Card 10:
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.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: NOT YET BUILT (see scenario rules)

Abattior Card 1:
Temptation of Arms
Barrier C

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.

Abattior Card 2:
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.

Abattior Card 3:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
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.

Abattior Card 4:
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.

Abattior Card 5:
Shocking Lance +1
Weapon 3

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
13

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 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.

Abattior Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Abattior Card 7:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Abattior Card 8:
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.

Abattior Card 9:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Abattior Card 10:
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.


Remember kill a monster examine next 3 cards deck handler

Ramexes explores the cavern and finds a sickle he leaves it right where it is Discard frog to explore again and finds a spell bottle
passes on that too and buries frog to explore again

Buries frog to explore and finds a carrion Golem

discards ruby of charisma and chops at the thing wiuth his bastard sword

combat 14: 1d8 + 9 + 1d10 + 1 ⇒ (2) + 9 + (7) + 1 = 19

Carrion golem defeated next up worm demon bury athlete to encounter to encounter that

With a flash of the sword it is defeated

Salamander next card

Ramexes wrote:

Hand: Find traps, BotGods 2, Soulshear, Cure, Bastard sword +1, Clockwork butterfly,

Displayed:
Deck: 8 Discard: 3 Buried: 2
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 [X3]+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:
• 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.
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.

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:
Mongrel Ranger
Monster B

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 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:
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:
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:
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.

Barrier 2
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 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:
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:
Temptation of Sorcery
Barrier 3

Traits
Temptation

Check
None
0

Powers
Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells 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; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
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.

Weapon 2
Spoiler:
Longspear
Weapon B

Traits
Spear
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
5

Powers
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.

Weapon 3
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 4
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 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:
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.

Spell 2
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 3
Spoiler:
Sacred Weapon
Spell B

Traits
Magic
Divine
Attack
Veteran

Check
Wisdom
Divine
6

Powers
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.

Spell 4
Spoiler:
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.

Spell 5
Spoiler:
Agility
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 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.

Random Armors:
Armor 1
Spoiler:
Full Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

Armor 2
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 3
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 4
Spoiler:
Spellcaster's Shield
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
Arcane
Divine
6

Powers
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.

Armor 5
Spoiler:
Spellcaster's Shield
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
Arcane
Divine
6

Powers
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.

Random Items:
Item 1
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 2
Spoiler:
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.

Item 3
Spoiler:
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.

Item 4
Spoiler:
Potion of Striding
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

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:
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 2
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 3
Spoiler:
Interrogator
Ally B

Traits
Human
Inquisitor

Check
Knowledge
6
OR
Charisma
Diplomacy
8

Powers
If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.

Ally 4
Spoiler:
Pegasus
Ally 3

Traits
Animal
Mount

Check
Wisdom
Survival
11

Powers
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.

Ally 5
Spoiler:
Thylacine
Ally 3

Traits
Animal

Check
Wisdom
Survival
10

Powers
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.

Random Blessings:
Blessing 1
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.

Blessing 2
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.

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 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 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: 9 Nyctessa/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
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 Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 10 Amaryllis)
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 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 3 (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 4 (Turn 13 Nyctessa)
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 5 (Turn 14 Amaryllis)
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 6 (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 7 (Turn 16 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 8 (Turn 17 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 9 (Turn 18 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 19 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 11 (Turn 20 Ramexes)
Spoiler:
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.

Blessings Deck Card 12 (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 13 (Turn 22 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 14 (Turn 23 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 15 (Turn 24 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 16 (Turn 25 Nyctessa)
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.

Blessings Deck Card 17 (Turn 26 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 18 (Turn 27 Uliah)
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 19 (Turn 28 Ramexes)
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.

Blessings Deck Card 20 (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 21 (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.

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ramexes, Uliah

Cavern Card 1 - Salamander:
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.

Cavern Card 2:
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.

Cavern Card 3 - Corrupted Crusaders:
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.

Cavern Card 4 - Demonic Horde:
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.

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw one card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Great Hall Card 1 - Belthis Loumis:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

Powers
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

Great Hall Card 2:
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.

Great Hall Card 3:
Almanac
Item 1

Traits
Book
Elite

Check
Intelligence
Knowledge
7

Powers
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

Great Hall Card 4:
Flaming Spear +1
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Great Hall 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.

Great Hall Card 6:
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.

Great Hall Card 7:
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.

Great Hall Card 8:
Fireblade
Spell B

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.

Great Hall Card 9:
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.

Great Hall Card 10:
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Amaryllis

Marketplace Card 1 - 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.

Sacristy
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Nyctessa

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Watchtower Card 1:
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.

Watchtower Card 2:
Druid of the Flame
Ally 1

Traits
Human
Druid
Veteran

Check
Survival
7
OR
Charisma
Diplomacy
9

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

Watchtower Card 3:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

Powers
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.

Watchtower Card 4:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

Watchtower Card 5:
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.

Watchtower Card 6:
Cambion
Monster C

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.

Watchtower Card 7:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
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.

Watchtower Card 8:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Watchtower Card 9:
Mercenary
Monster C

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Watchtower Card 10:
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.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: NOT YET BUILT (see scenario rules)

Abattior Card 1:
Temptation of Arms
Barrier C

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.

Abattior Card 2:
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.

Abattior Card 3:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
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.

Abattior Card 4:
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.

Abattior Card 5:
Shocking Lance +1
Weapon 3

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
13

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 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.

Abattior Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Abattior Card 7:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Abattior Card 8:
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.

Abattior Card 9:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Abattior Card 10:
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.

Dark Archive

Deck Handler

Move to and Explore Great Hall Card 1: Belthis Loumis

Spoiler:

Ally B
Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

Powers
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

Charisma: 1d8 + 2 + 3 + 1d4 ⇒ (5) + 2 + 3 + (3) = 13 Success!

Discard Animated Skeleton to Explore Card 2: Corrupted Soldier

Spoiler:

Henchman Monster B
Traits
Human
Soldier
Veteran

Check
Combat
9
OR
Charisma
Diplomacy
6

Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Life Drain.
Combat 15: 1d10 + 4 + 3 + 2 + 2d4 ⇒ (7) + 4 + 3 + 2 + (4, 2) = 22 Success! Acquired.
Arcane 9: 1d10 + 4 + 3 + 2 ⇒ (1) + 4 + 3 + 2 = 10 Recharged.
Paralyze shuffled into deck.

Reveal and banish Belthis Loumis to add Horn of Assured Victory to hand.

Discard Blessing of Ascension to Explore Card 3: Almanac

Spoiler:

Item 1
Traits
Book
Elite

Check
Intelligence
Knowledge
7

Powers
Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

Auto-Acquire.

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Almanac, Black Spot, Unshakable Chill, Hungering Staff, Horn of Assured Victory, Corrupted Soldier B,

Displayed:
Deck: 6 Discard: 11 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 [X] +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 Cavern
Exploring Cavern 1: Salamander

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.


Discarding Frost Ray
Combat 15: 1d12 + 9 + 2d6 + 1d10 ⇒ (10) + 9 + (5, 6) + (7) = 37
Salamander is banished. Drawing Random Armor 1: Full Plate. Recharging Frost Ray
Arcane 8: 1d12 + 9 ⇒ (8) + 9 = 17
Frost Ray is recharged
Amaryllis forgot all about the marketplace as she ran to the cavern. The sorcerer blasted the salamander with ice magic, quenching the fire spirit so thoroughly that only its armor remained.

Discarding Surgeon to explore Cavern 2: 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.


Recharging Crown of Charisma. Feeding Time is banished
There was a shadow in the cavern, but Amaryllis's crown shone brightly. "No, you can't eat anyone! I won't let you!" she defiantly called into the darkness. A sneering noise seemed to come from within... but yet the sound hesitated, and retreated.

Closing Cavern. Using 1 mythic charge
STR 5+3=8: 1d20 + 3 ⇒ (12) + 3 = 15
Uliah receives 1 mythic charge
Cavern is closed
Random open location: 1d3 ⇒ 3
Moving to Watchtower
Amaryllis quickly shouted out orders. "I'm going to chase after the monster through the cave. Uliah, you have longer legs- you should go circle around to cut off its escape!" The halfling ran deeper into the cavern, heroically pushing aside some rubble to clear a new passage, which emerged beneath the watchtower.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Magic Shield, Good Omen 2, Force Missile, Swipe, Sacred Prism, Full Plate, Radovan Virholt,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes:
Ask before using: Good Omen (+4 to acquire or closing checks); Swipe (-3 to Combat difficulty)
Can use without asking: Good Omen for closing or Boon 3s; Sacred Prism (add Magic trait at my location/cure 1d4 cards at my location); Radovan Virholt (+1d6 to Disable, Ranged, Stealth at my location/prevent 2 Combat damage/prevent all Fire or Poison damage)
Mythic Charges: 2

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +2
Dexterity d8 [X] +1 [X] +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.


Box Runner

RETCON from nyctessa turn.

Acquire Belthis, crusader is b ottom decked. Discard skeleton to explore auto acquire alanac, banish weapon 2. DiscardBoAscension to explore. Find Stalking Armor

Stalking armor dc 4 cons: 1d4 ⇒ 2 banished

Nyctessa needs to remove Corrupted Soldier from hand. Life Drain would be in hand instead. Paralyze gets put back in discard.


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:
• 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.
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.

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:
Mongrel Ranger
Monster B

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 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:
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:
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:
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 2
Spoiler:
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.

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:
Rallying Cry
Barrier C

Traits
Task
Cache

Check
None
0

Powers
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.

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:
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:
Cold Iron Mace +1
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Elite

Check
Strength
Melee
8

Powers
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.

Weapon 4
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 5
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.

Random Spells:
Spell 1
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 2
Spoiler:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
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.

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:
Sacred Weapon
Spell B

Traits
Magic
Divine
Attack
Veteran

Check
Wisdom
Divine
6

Powers
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.

Spell 5
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.

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 C

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 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 5
Spoiler:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Random Items:
Item 1
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 2
Spoiler:
Horn of Battle Clarity
Item B

Traits
Instrument
Magic
Elite

Check
Melee
Ranged
Charisma
7

Powers
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.

Item 3
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
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.

Item 4
Spoiler:
Potion of Beast Skin
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
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.

Item 5
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.

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:
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:
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.

Ally 5
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.

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

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.

Blessing 2
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.

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: 11 Uliah/Akaitora

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
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 Remaining: 19
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (Turn 13 Nyctessa)
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 3 (Turn 14 Amaryllis)
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 4 (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 5 (Turn 16 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 6 (Turn 17 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 7 (Turn 18 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 19 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 9 (Turn 20 Ramexes)
Spoiler:
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.

Blessings Deck Card 10 (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 11 (Turn 22 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 12 (Turn 23 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 13 (Turn 24 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 14 (Turn 25 Nyctessa)
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.

Blessings Deck Card 15 (Turn 26 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 16 (Turn 27 Uliah)
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 28 Ramexes)
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.

Blessings Deck Card 18 (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 19 (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.

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ramexes, Uliah,

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw one card.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Nyctessa

Great Hall Card 1:
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.

Great Hall Card 2:
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.

Great Hall Card 3:
Fireblade
Spell B

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.

Great Hall Card 4:
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.

Great Hall Card 5:
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.

Great Hall Card 6 - Corrupted Crusaders:
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Marketplace Card 1 - 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.

Sacristy
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Located here: Amaryllis

Watchtower Card 1:
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.

Watchtower Card 2:
Druid of the Flame
Ally 1

Traits
Human
Druid
Veteran

Check
Survival
7
OR
Charisma
Diplomacy
9

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

Watchtower Card 3:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

Powers
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.

Watchtower Card 4:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

Watchtower Card 5:
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.

Watchtower Card 6:
Cambion
Monster C

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.

Watchtower Card 7:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
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.

Watchtower Card 8:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Watchtower Card 9:
Mercenary
Monster C

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Watchtower Card 10:
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.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: NOT YET BUILT (see scenario rules)

Abattior Card 1:
Temptation of Arms
Barrier C

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.

Abattior Card 2:
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.

Abattior Card 3:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
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.

Abattior Card 4:
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.

Abattior Card 5:
Shocking Lance +1
Weapon 3

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
13

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 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.

Abattior Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Abattior Card 7:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Abattior Card 8:
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.

Abattior Card 9:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Abattior Card 10:
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.


Uliah's Deck Handler

Uliah is somewhat startled by Amaryllis commanding attitude, but follows through anyways and circles around the cavern, reaching the town's dilapidated watchtower.

Exploring Card 1 in the Watchtower: Rod of the Viper, a Weapon 3! Let's try to acquire it.

Melee DC 11: 2d6 + 7 ⇒ (2, 5) + 7 = 14

Uliah detects evil and senses an incredibly powerful font of darkness. As he approaches, however, he notices it's only a weapon and not their mark. Such a dark artifact is better kept safe, so he picks it up and continues exploring the tower.

I examine the next card per the scenario's rules and find Druid of the Flame, a boon. It is banished. I discard a BotG to explore again. I find a Spiny Shield, an Armor 2. I can't get it and I don't think it's worth spending resources on since I already acquire 2 Armor 2, so I fail the check and is banished.

Uliah finds some more equipment lying on the floor of the watchtower, but he's already encumbered by the armor he found before, so he leaves it be.

I will discard my Blessing of Gozreh to explore again. It's a Corrosive Dagger +1. Again, I'm unable to get this weapon and it's only a Weapon B. It would be nice to acquire it for the close, so I'm going to borrow Amaryllis' Good Omen to add +4 to the check.

Dexterity DC 7: 1d6 + 4 ⇒ (3) + 4 = 7

This time, Uliah finds a curious looking dagger. Something seems to tell him he is going to need the dagger, so he picks it up just in case.

Examine the next card per scenario's rules: It's Feeding Time, which unfortunately gets moved to the bottom of the location Since I'm out of explore powers, I will recharge my Commander's Field Plate, reset my hand, and end my turn.

Uliah wrote:

Hand: Dragonbane Greatsword + 2, Find Traps, Bound Elemental, Corrosive Dagger +1, Rod of the Viper, Captain Oparal,

Displayed:
Deck: 16 Discard: 2 Buried: 0
"Notes:
-I have Find Traps in my hand, which anyone can use without asking against a Barrier they encounter.
"
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 [X]+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:
• 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.
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.

Random Monsters:
Monster 1
Spoiler:
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.

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:
Drocha Swarm
Monster 3

Traits
Undead
Swarm
Incorporeal

Check
Combat
20
OR
Wisdom
Divine
17

Powers
The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.

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:
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:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
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.

Barrier 2
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 3
Spoiler:
Rallying Cry
Barrier C

Traits
Task
Cache

Check
None
0

Powers
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.

Barrier 4
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 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:
Cold Iron Mace +1
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Elite

Check
Strength
Melee
8

Powers
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.

Weapon 2
Spoiler:
Demonbane Light Crossbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

Powers
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.

Weapon 3
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 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:
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.

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:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
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.

Spell 3
Spoiler:
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.

Spell 4
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 5
Spoiler:
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.

Random Armors:
Armor 1
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 2
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 3
Spoiler:
Sniper's Studded Leather
Armor 3

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
Stealth
8

Powers
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.

Armor 4
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 5
Spoiler:
Spiny Shield
Armor 2

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
8

Powers
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.

Random Items:
Item 1
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 2
Spoiler:
Pauper's Thighbone
Item 3

Traits
Item
Mythic

Check
Banish an Item
0

Powers
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.

Item 3
Spoiler:
Talisman of Good
Item 3

Traits
Accessory
Magic
Divine
Mythic

Check
Divine
11

Powers
Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.

Item 4
Spoiler:
Lymirin Discourses
Item 2

Traits
Book
Iomedae

Check
Wisdom
Divine
9

Powers
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

Item 5
Spoiler:
Planar Tuning Fork
Item 2

Traits
Tool
Magic

Check
Intelligence
Knowledge
10

Powers
While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

Random Allies:
Ally 1
Spoiler:
Redeemer Blacksmith
Ally 3

Traits
Human
Hireling

Check
Intelligence
Craft
8
THEN
Charisma
Diplomacy
9

Powers
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.

Ally 2
Spoiler:
Frog
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
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.

Ally 3
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 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:
Frog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
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.

Random Blessings:
Blessing 1
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.

Blessing 2
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 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 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 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: 12 Ramexes/Merisial

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
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 Remaining: 18
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 13 Nyctessa)
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 2 (Turn 14 Amaryllis)
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 3 (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 4 (Turn 16 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 17 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 18 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 7 (Turn 19 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 8 (Turn 20 Ramexes)
Spoiler:
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.

Blessings Deck Card 9 (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 10 (Turn 22 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 11 (Turn 23 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 24 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 13 (Turn 25 Nyctessa)
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.

Blessings Deck Card 14 (Turn 26 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 15 (Turn 27 Uliah)
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 28 Ramexes)
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.

Blessings Deck Card 17 (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 18 (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.

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ramexes,

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw one card.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Nyctessa

Great Hall Card 1:
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.

Great Hall Card 2:
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.

Great Hall Card 3:
Fireblade
Spell B

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.

Great Hall Card 4:
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.

Great Hall Card 5:
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.

Great Hall Card 6 - Corrupted Crusaders:
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.

Marketplace
At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it.
When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type.
When Permanently Closed: At the end of your turn, you may give a card to any character.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Marketplace Card 1 - 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.

Sacristy
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Amaryllis, Uliah

Watchtower Card 1:
Cambion
Monster C

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.

Watchtower Card 2:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
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.

Watchtower Card 3:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Watchtower Card 4:
Mercenary
Monster C

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Watchtower Card 5:
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.

Watchtower Card 6 - 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.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: NOT YET BUILT (see scenario rules)

Abattior Card 1:
Temptation of Arms
Barrier C

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.

Abattior Card 2:
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.

Abattior Card 3:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
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.

Abattior Card 4:
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.

Abattior Card 5:
Shocking Lance +1
Weapon 3

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
13

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 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.

Abattior Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Abattior Card 7:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Abattior Card 8:
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.

Abattior Card 9:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Abattior Card 10:
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.


Remember kill a monster examine next 3 cards deck handler

Ramexes heads to the great hall

He encounters Feeding time

diplomacy 13: 3d10 + 8 ⇒ (3, 1, 4) + 8 = 16 (discarding find traps)

find traps recharged

Choosing weapon

Cold Iron mace acquired

Cold Iron Mace +1
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Nyctessa has the choice of Soulshear (see loot) or cure (not fussed if either card gets banished)

"

Ramexes wrote:

Hand: Cold Iron mace +1, BotGods 2

, Soulshear,
, Bastard sword +1, Clockwork butterfly, Eloquence,
"
Displayed: Cure,
Deck: 9 Discard: 2 Buried: 2
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 [X3]+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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah's turn)
Arcane 8: 1d12 + 8 ⇒ (5) + 8 = 13
Good Omen is recharged
Amaryllis reunited with Uliah at the watchtower. "I almost forgot, here's a lucky coin I found!" She tossed the coin toward the human, who dexterously caught it.

Amaryllis wrote:

Hand: Magic Shield, Force Missile, Swipe, Sacred Prism, Full Plate, Radovan Virholt,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes:
Ask before using: Swipe (-3 to Combat difficulty)
Can use without asking: Sacred Prism (add Magic trait at my location/cure 1d4 cards at my location); Radovan Virholt (+1d6 to Disable, Ranged, Stealth at my location/prevent 2 Combat damage/prevent all Fire or Poison damage)
Mythic Charges: 2

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +2
Dexterity d8 [X] +1 [X] +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.


Box Runner

Nyctessa check my post above about your hand direct link here (click)

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:
• 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.
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.

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:
Mongrel Ranger
Monster B

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 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:
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:
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:
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 2
Spoiler:
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.

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:
Rallying Cry
Barrier C

Traits
Task
Cache

Check
None
0

Powers
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.

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:
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:
Cold Iron Mace +1
Weapon 2

Traits
Mace
Melee
Bludgeoning
Magic
Elite

Check
Strength
Melee
8

Powers
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.

Weapon 4
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 5
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.

Random Spells:
Spell 1
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 2
Spoiler:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
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.

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:
Sacred Weapon
Spell B

Traits
Magic
Divine
Attack
Veteran

Check
Wisdom
Divine
6

Powers
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.

Spell 5
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.

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 C

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 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 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:
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.

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:
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.

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:
Mongrel Archer
Ally 1

Traits
Mongrel
Elite

Check
Charisma
Diplomacy
0

Powers
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, you damage you are dealt is increased by 1d6.
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:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

Powers
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
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:
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.

Random Blessings:
Blessing 1
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.

Blessing 2
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.

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 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 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: 13 Nyctessa/Agent Eclipse

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: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 14 Amaryllis)
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 2 (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 3 (Turn 16 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 4 (Turn 17 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 18 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 6 (Turn 19 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 7 (Turn 20 Ramexes)
Spoiler:
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.

Blessings Deck Card 8 (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 9 (Turn 22 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 10 (Turn 23 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 24 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 12 (Turn 25 Nyctessa)
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.

Blessings Deck Card 13 (Turn 26 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 14 (Turn 27 Uliah)
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 15 (Turn 28 Ramexes)
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.

Blessings Deck Card 16 (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 17 (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.

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw one card.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Nyctessa

Great Hall Card 1:
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.

Great Hall Card 2:
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.

Great Hall Card 3:
Fireblade
Spell B

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.

Great Hall Card 4:
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.

Great Hall Card 5:
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.

Great Hall Card 6 - Corrupted Crusaders:
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.

Marketplace
At This Location: At the end of your turn, you may give a card to any character.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ramexes

Sacristy
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Amaryllis, Uliah

Watchtower Card 1:
Cambion
Monster C

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.

Watchtower Card 2:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
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.

Watchtower Card 3:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Watchtower Card 4:
Mercenary
Monster C

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Watchtower Card 5:
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.

Watchtower Card 6 - 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.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: NOT YET BUILT (see scenario rules)

Abattior Card 1:
Temptation of Arms
Barrier C

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.

Abattior Card 2:
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.

Abattior Card 3:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
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.

Abattior Card 4:
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.

Abattior Card 5:
Shocking Lance +1
Weapon 3

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
13

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 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.

Abattior Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Abattior Card 7:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Abattior Card 8:
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.

Abattior Card 9:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Abattior Card 10:
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.

Dark Archive

Deck Handler

Fixed Hand from my earlier mistake. Sorry Again.

Nyctessa wrote:

Hand: Almanac, Black Spot, Unshakable Chill, Hungering Staff, Horn of Assured Victory, Life Drain,

Displayed:
Deck: 5 Discard: 11 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 [X] +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.

Dark Archive

Deck Handler

Explore Great Hall Card 1: 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.

Recharge Life Drain.
Combat 18: 1d10 + 4 + 3 + 2 + 2d4 ⇒ (10) + 4 + 3 + 2 + (3, 2) = 24 Success! Acquired.
Animated Zombie shuffled into deck.

Using the Cure from Ram. Thank you I was getting a little low!
Cure: 1d4 + 1 ⇒ (3) + 1 = 4 Banished due to no Divine.
Blessing of Nethys, Black Dagger Chemist, Blessing of The Archdevils, Blessing of Ascension.

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Almanac, Black Spot, Unshakable Chill, Hungering Staff, Horn of Assured Victory, Berbalang 2,

Displayed:
Deck: 10 Discard: 6 Buried: 0
Notes: Black Spot to reduce difficulty of monster defeat check by 4.
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 [X] +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

Exploring Watchtower 1: Cambion

Cambion:
Cambion
Monster C

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.


Arcane 9: 1d12 + 8 ⇒ (3) + 8 = 11
Discarding Force Missile
Combat 12: 1d12 + 8 + 2d4 ⇒ (1) + 8 + (4, 3) = 16
Cambion is banished
Arcane 6: 1d12 + 8 ⇒ (11) + 8 = 19
Force Missile is recharged
Amaryllis charged up the steps of the watchtower. A demon tried to stop her, but the sorcerer fired a magic missile that easily penetrated the demon's spell resistance.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Magic Shield, Incanter, Banner of Valor, Swipe, Sacred Prism, Full Plate, Radovan Virholt,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes:
Ask before using: Swipe (-3 to Combat difficulty)
Can use without asking: Sacred Prism (add Magic trait at my location/cure 1d4 cards at my location); Radovan Virholt (+1d6 to Disable, Ranged, Stealth at my location/prevent 2 Combat damage/prevent all Fire or Poison damage)
Mythic Charges: 2

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +2
Dexterity d8 [X] +1 [X] +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.


Box Runner
Nyctessa of Geb wrote:

Fixed Hand from my earlier mistake. Sorry Again.

No problem! easy fix

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:
• 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.
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.

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:
Mongrel Wizard
Monster B

Traits
Mongrel
Wizard
Elite

Check
Combat
0

Powers
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.

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:
Cambion
Monster C

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.

Monster 5
Spoiler:
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.

Random Barriers:
Barrier 1
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 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:
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 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:
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 Weapons:
Weapon 1
Spoiler:
Longspear
Weapon B

Traits
Spear
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
5

Powers
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.

Weapon 2
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.

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:
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:
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.

Random Spells:
Spell 1
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 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:
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.

Spell 4
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 5
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.

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:
Steel Shield
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
5

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, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.

Armor 3
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 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:
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:
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.

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 Beast Skin
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
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.

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:
Wolverine
Ally 1

Traits
Animal
Veteran

Check
Wisdom
Survival
8

Powers
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.

Ally 3
Spoiler:
Animal Tamer
Ally B

Traits
Human
Ranger

Check
Wisdom
Survival
Charisma
Diplomacy
9

Powers
Reveal this card to add 1d6 to your check against a card that has the Animal 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:
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.

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

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 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 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 4
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 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: 15 Uliah/Akaitora

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
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 Remaining: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 16 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 2 (Turn 17 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 18 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 4 (Turn 19 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 5 (Turn 20 Ramexes)
Spoiler:
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.

Blessings Deck Card 6 (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 7 (Turn 22 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 8 (Turn 23 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 24 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 10 (Turn 25 Nyctessa)
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.

Blessings Deck Card 11 (Turn 26 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 12 (Turn 27 Uliah)
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 13 (Turn 28 Ramexes)
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.

Blessings Deck Card 14 (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 15 (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.

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw one card.
M:0 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Nyctessa

Great Hall Card 1:
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.

Great Hall Card 2:
Fireblade
Spell B

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.

Great Hall Card 3:
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.

Great Hall Card 4:
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.

Great Hall Card 5 - Corrupted Crusaders:
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.

Marketplace
At This Location: At the end of your turn, you may give a card to any character.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ramexes

Sacristy
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:1 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Amaryllis, Uliah

Watchtower Card 1:
Death of Righteousness
Barrier 2

Traits
Trap
Mental
Magic

Check
Wisdom
12
OR
Knowledge
10

Powers
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.

Watchtower Card 2:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Watchtower Card 3:
Mercenary
Monster C

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Watchtower Card 4:
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.

Watchtower Card 5 - 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.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: NOT YET BUILT (see scenario rules)

Abattior Card 1:
Temptation of Arms
Barrier C

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.

Abattior Card 2:
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.

Abattior Card 3:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
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.

Abattior Card 4:
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.

Abattior Card 5:
Shocking Lance +1
Weapon 3

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
13

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 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.

Abattior Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Abattior Card 7:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Abattior Card 8:
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.

Abattior Card 9:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Abattior Card 10:
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.


Uliah's Deck Handler

I managed to find some time to post! Here goes, I'll begin by exploring.

I encounter Death of Righteousness. Holy molly, that's a nasty barrier. Amaryllis will also need to encounter this barrier. I'm going to use Ramexes BotG and my Bound Elemental for this check.

Wisdom DC 12: 2d10 + 1d8 + 3 ⇒ (4, 4) + (5) + 3 = 16
Recharge Bound Elemental Divine DC 12: 1d10 + 1d6 + 6 ⇒ (9) + (1) + 6 = 16 (revealing Captain Oparal)

Made it! Amaryllis can use Find Traps in my hand to add 2 dice to her check. Hopefully that will be enough.

Since I'm about to end my turn (out of exploration powers), I'm going to assume that Amaryllis does use Find Traps (which recharges automatically), discard the Rod of the Viper and then reset my hand.

Uliah wrote:

Hand: Dragonbane Greatsword + 2, Black Dragonhide Breastplate, Blessing of the Gods 3, Corrosive Dagger +1, Blessing of Sarenrae, Captain Oparal,

Displayed:
Deck: 15 Discard: 3 Buried: 0
"Notes:
-I have Find Traps in my hand, which anyone can use without asking against a Barrier they encounter.
"
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 [X]+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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah's turn)
Amaryllis cannot make a WIS 12/Knowledge 10 check. Discarding Good Omen, Blessing of Iomedae, Blessing of Iomedae, Monkey's Paw, Mirror Image, Boots of Elvenkind, Lightning Touch.

Amaryllis caught a glimpse of her reflection, and gasped. Covered in blood, clad in frightening armor, waving a standard of battle- who had she become? "Oh no! Am *I* the real monster?" Wailing, she flung herself in grief from the watchtower landing.

Recharging Banner of Valor to recharge Blessing of Iomedae
Sacred Prism cure: 1d4 ⇒ 3
Burying Sacred Prism to cure Surgeon, Boots of Elvenkind, Apprentice
But when Amaryllis landed, she came to her senses. The halfling marshal gripped the standard of Iomedae and pulled herself up. She clasped the Herald's prism, still warm in her hand. "No. I'm not a monster. I'm a hero!"

Amaryllis wrote:

Hand: Magic Shield, Incanter, Swipe, Full Plate, Radovan Virholt,

Displayed:
Deck: 11 Discard: 5 Buried: 1
Notes:
Ask before using: Swipe (-3 to Combat difficulty)
Can use without asking: Radovan Virholt (+1d6 to Disable, Ranged, Stealth at my location/prevent 2 Combat damage/prevent all Fire or Poison damage)
Mythic Charges: 2

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +2
Dexterity d8 [X] +1 [X] +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.


Remember kill a monster examine next 3 cards deck handler

Ramexes sets off for the watchtower

He spots an old helm

con 3: 1d8 + 1 ⇒ (7) + 1 = 8

Scenario power reveal mercenary put to the bottom of location

"

Ramexes wrote:

Hand: Cold Iron mace +1, Helm, Soulshear,

, Bastard sword +1, Clockwork butterfly, Eloquence, "
Displayed:
Deck: 8 Discard: 3 Buried: 2
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 [X3]+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:
• 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.
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.

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:
Mongrel Wizard
Monster B

Traits
Mongrel
Wizard
Elite

Check
Combat
0

Powers
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.

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:
Cambion
Monster C

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.

Monster 5
Spoiler:
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.

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:
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 3
Spoiler:
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.

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:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Random Weapons:
Weapon 1
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.

Weapon 2
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 3
Spoiler:
Sickle
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
5

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.

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:
Sickle
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
5

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.

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 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 3
Spoiler:
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.

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:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

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:
Sniper's Studded Leather
Armor 3

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
Stealth
8

Powers
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.

Random Items:
Item 1
Spoiler:
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.

Item 2
Spoiler:
Book of the Loremaster
Item B

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 B

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:
Lymirin Discourses
Item 2

Traits
Book
Iomedae

Check
Wisdom
Divine
9

Powers
Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

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:
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 C

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 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 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 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 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.

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: 17 Nyctessa/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Deskari

Top Blessing:
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 Remaining: 13
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 18 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 19 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 3 (Turn 20 Ramexes)
Spoiler:
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.

Blessings Deck Card 4 (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 5 (Turn 22 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 6 (Turn 23 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 7 (Turn 24 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 8 (Turn 25 Nyctessa)
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.

Blessings Deck Card 9 (Turn 26 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 10 (Turn 27 Uliah)
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 28 Ramexes)
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.

Blessings Deck Card 12 (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 13 (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.

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw one card.
M:0 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Nyctessa

Great Hall Card 1:
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.

Great Hall Card 2:
Fireblade
Spell B

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.

Great Hall Card 3:
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.

Great Hall Card 4:
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.

Great Hall Card 5 - Corrupted Crusaders:
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.

Marketplace
At This Location: At the end of your turn, you may give a card to any character.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Sacristy
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:1 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Amaryllis, Uliah, Ramexes

Watchtower Card 1:
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.

Watchtower Card 2 - 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.

Watchtower Card 3 - Mercenary:
Mercenary
Monster C

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: NOT YET BUILT (see scenario rules)

Abattior Card 1:
Temptation of Arms
Barrier C

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.

Abattior Card 2:
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.

Abattior Card 3:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
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.

Abattior Card 4:
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.

Abattior Card 5:
Shocking Lance +1
Weapon 3

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
13

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 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.

Abattior Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Abattior Card 7:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Abattior Card 8:
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.

Abattior Card 9:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Abattior Card 10:
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.

Dark Archive

Deck Handler

Explore Great Hall Card 1: Feeding Time

Spoiler:

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.

Location Power: Encounter Shadow Demon.
Reveal Hungering Staff. Banish Berbalang. Bury Horn of Assured Victory.
Combat 20: 1d10 + 4 + 3 + 2 + 1d6 + 2 + 2d4 + 1d4 ⇒ (7) + 4 + 3 + 2 + (3) + 2 + (4, 1) + (2) = 28 Success! Acquired. Drawing Black Dagger Chemist from Horn of Assured Victory.

Uliah's Find Traps.
Charisma 13: 1d8 + 2 + 3 + 2d8 ⇒ (8) + 2 + 3 + (2, 2) = 17

Discard Almanac. Uliah's Blessing.
Wisdom 8: 1d8 + 1d6 + 1d8 ⇒ (2) + (5) + (7) = 14 Closed.
Intelligence 11: 1d10 + 4 + 3 + 2 ⇒ (1) + 4 + 3 + 2 = 10

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Blessing of The Archdevils, Black Spot, Unshakable Chill, Hungering Staff, Black Dagger Chemist, Shadow Demon 3,

Displayed:
Deck: 8 Discard: 7 Buried: 1
Notes: Black Spot to reduce difficulty of monster defeat check by 4. Blessing of Ascension free to use. Black Dagger Chemist to add 1d4 and Poison to combat at another location.
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 [X] +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

Exploring Watchtower 1: Recruit

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.


Charisma 3: 1d12 + 8 ⇒ (9) + 8 = 17
Recruit is acquired. Examining Watchtower 2: Feeding Time. Feeding Time is bottomdecked.
Amaryllis felt righteous again. She called out to a frightened young human. "Don't be afraid. It's not feeding time just yet! You won't be sacrificed to the monster. I can lead you into battle!" The recruit was bolstered by her commanding presence.

Discarding Recruit to explore Watchtower 3: Mercenary

Mercenary:
Monster C

Traits
Human
Warrior
Vetran

Check
Combat
10

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


Discarding Swipe
Combat 10+3-3=10: 1d12 + 8 + 1d8 ⇒ (8) + 8 + (3) = 19
Mercenary is banished
Arcane 10: 1d12 + 8 ⇒ (1) + 8 = 9
Burying Magic Shield to reroll
Arcane 10: 1d12 + 8 ⇒ (8) + 8 = 16
Swipe is recharged
The recruit explained timidly. "That mercenary... someone paid him more... I don't think he's even trying any more..." That made Amaryllis mad. She stormed up the watchtower, and magically yanked the mercenary's sword away. "You were paid to protect these people!" The mercenary fled in fear. She gave the sword to the recruit, as well as her shield. "Now you're a real soldier!"

Ending turn. Resetting hand. Recharging Lightning Touch
Arcane 6: 1d12 + 8 ⇒ (4) + 8 = 12
Lightning Touch is recharged
Amaryllis felt righteous again. As her confidence returned, so did her magical talent.

Amaryllis wrote:

Hand: Good Omen 2, Incanter, Surgeon, Blessing of the Gods, Crown of Charisma, Full Plate, Radovan Virholt,

Displayed:
Deck: 9 Discard: 5 Buried: 2
Notes:
Ask before using: Blessing of the Gods
Can use without asking: Blessing if would recharge; Good Omen (+4 to acquire or close); Surgeon (cure 1 card at my location); Radovan Virholt (+1d6 to Disable, Ranged, Stealth at my location/prevent 2 Combat damage/prevent all Fire or Poison damage)
Mythic Charges: 2

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +2
Dexterity d8 [X] +1 [X] +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.


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:
• 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.
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.

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:
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.

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:
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.

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:
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 2
Spoiler:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
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.

Barrier 3
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 4
Spoiler:
Spiked Pit Trap
Barrier C

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:
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 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 2
Spoiler:
Scythe
Weapon B

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 3
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

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:
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.

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:
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 3
Spoiler:
Heat Metal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7

Powers
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 Lock or Trap 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.

Spell 4
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 5
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.

Random Armors:
Armor 1
Spoiler:
Full Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

Armor 2
Spoiler:
Magic Padded Armor
Armor C

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 3
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 4
Spoiler:
Bejeweled Helm
Armor 3

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
10

Powers
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.

Armor 5
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.

Random Items:
Item 1
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.

Item 2
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
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.

Item 3
Spoiler:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Item 4
Spoiler:
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.

Item 5
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
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.

Random Allies:
Ally 1
Spoiler:
Vulture
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
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.

Ally 2
Spoiler:
Fortune-Teller
Ally 1

Traits
Human
Oracle

Check
Charisma
Diplomacy
11

Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.

Ally 3
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 4
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 5
Spoiler:
Unfettered Imp
Ally 3

Traits
Outsider
Devil
Temptation

Check
Intelligence
Charisma
Arcane
7

Powers
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.

Random Blessings:
Blessing 1
Spoiler:
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.

Blessing 2
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.

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 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.

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: 19 Uliah/Akaitora

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
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 Remaining: 11
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 20 Ramexes)
Spoiler:
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.

Blessings Deck Card 2 (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 3 (Turn 22 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 4 (Turn 23 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 5 (Turn 24 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 6 (Turn 25 Nyctessa)
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.

Blessings Deck Card 7 (Turn 26 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 8 (Turn 27 Uliah)
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 9 (Turn 28 Ramexes)
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.

Blessings Deck Card 10 (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 11 (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.

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Great Hall
At This Location: At the start of your turn, you may recharge 1 card and draw one card.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Nyctessa

Marketplace
At This Location: At the end of your turn, you may give a card to any character.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Sacristy
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Amaryllis, Uliah, Ramexes

Watchtower Card 1 - 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.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: NOT YET BUILT (see scenario rules)

Abattior Card 1:
Temptation of Arms
Barrier C

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.

Abattior Card 2:
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.

Abattior Card 3:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
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.

Abattior Card 4:
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.

Abattior Card 5:
Shocking Lance +1
Weapon 3

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
13

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 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.

Abattior Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Abattior Card 7:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Abattior Card 8:
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.

Abattior Card 9:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Abattior Card 10:
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.


Box Runner

Villain 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.


Uliah's Deck Handler

Alright! Time to get this location closed. I guess it's Feeding Time! I'm going to need some help, so I'm going to borrow Nyctessa's BotG

Diplomacy DC 13: 2d8 + 7 ⇒ (1, 2) + 7 = 10

Sadly, I failed. So we are going to have to encounter the villain. I auto-fail the constitution check, so we go straight to combat. This is a hard check, so I'm going to reveal and discard (bury) my Dragonbane Greatsword +2 to add 3d6+2 to the check, as well as reveal Cap. Oparal and use one of my Mythic Charges.

Combat Melee DC 28: 1d20 + 3d6 + 1d6 + 2 + 7 ⇒ (14) + (2, 6, 5) + (4) + 2 + 7 = 40

Phew! Amaryllis gets a Mythic charge. Well, now I have to discard (bury) 2 cards. I'll choose my Black Dragonhide Breastplate and the Corrosive Dagger +1. I will then have to end my turn, as I have no way to explore again.

Uliah wrote:

Hand: Captain Oparal, Retriever, Blessing of Sarenrae, Acidic Greatsword+1, Cure, Dwarven Longhammer,

Displayed:
Deck: 10 Discard: 4 Buried: 3
"Notes:
-I have Find Traps in my hand, which anyone can use without asking against a Barrier they encounter.
"
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 [X]+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:
• 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.
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.

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:
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.

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:
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.

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:
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 2
Spoiler:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
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.

Barrier 3
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 4
Spoiler:
Spiked Pit Trap
Barrier C

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:
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 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 2
Spoiler:
Scythe
Weapon B

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 3
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

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:
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.

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:
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 3
Spoiler:
Heat Metal
Spell 2

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7

Powers
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 Lock or Trap 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.

Spell 4
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 5
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.

Random Armors:
Armor 1
Spoiler:
Full Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

Armor 2
Spoiler:
Magic Padded Armor
Armor C

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 3
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 4
Spoiler:
Bejeweled Helm
Armor 3

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
10

Powers
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.

Armor 5
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.

Random Items:
Item 1
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.

Item 2
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
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.

Item 3
Spoiler:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Item 4
Spoiler:
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.

Item 5
Spoiler:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
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.

Random Allies:
Ally 1
Spoiler:
Vulture
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
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.

Ally 2
Spoiler:
Fortune-Teller
Ally 1

Traits
Human
Oracle

Check
Charisma
Diplomacy
11

Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.

Ally 3
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 4
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 5
Spoiler:
Unfettered Imp
Ally 3

Traits
Outsider
Devil
Temptation

Check
Intelligence
Charisma
Arcane
7

Powers
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.

Random Blessings:
Blessing 1
Spoiler:
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.

Blessing 2
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.

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 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.

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: 20 Ramexes/Merisial

Top of Blessing Discard Pile: Blessing of Abadar

Top Blessing:
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.


Blessings Remaining: 10
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (Turn 22 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 3 (Turn 23 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 4 (Turn 24 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 25 Nyctessa)
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.

Blessings Deck Card 6 (Turn 26 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 7 (Turn 27 Uliah)
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 8 (Turn 28 Ramexes)
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.

Blessings Deck Card 9 (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 10 (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.

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Great Hall
At This Location: At the start of your turn, you may recharge 1 card and draw one card.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Nyctessa

Marketplace
At This Location: At the end of your turn, you may give a card to any character.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Sacristy
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Amaryllis, Uliah, Ramexes

Watchtower Card 1 - 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.

Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters at all locations.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: NOT YET BUILT (see scenario rules)

Abattior Card 1:
Temptation of Arms
Barrier C

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.

Abattior Card 2:
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.

Abattior Card 3:
Warmonger Wasp
Monster 3

Traits
Construct
Vermin

Check
Combat
19

Powers
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.

Abattior Card 4:
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.

Abattior Card 5:
Shocking Lance +1
Weapon 3

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
13

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 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.

Abattior Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Abattior Card 7:
Blood of Eustoyriax
Barrier 2

Traits
Temptation
Demon
Corrupted

Check
None
0

Powers
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.

Abattior Card 8:
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.

Abattior Card 9:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Abattior Card 10:
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.

Dark Archive

Deck Handler

BoTAD discard for Uliah.

Nyctessa wrote:

Hand: Black Spot, Unshakable Chill, Hungering Staff, Black Dagger Chemist, Shadow Demon 3,

Displayed:
Deck: 8 Discard: 8 Buried: 1
Notes: Black Spot to reduce difficulty of monster defeat check by 4. Black Dagger Chemist to add 1d4 and Poison to combat at another location.
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 [X] +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

Ramexes encounters feeding time

Using amaryllis blessing of Abadar and a mythic charge

diplomacy 13: 1d20 + 2d10 + 8 ⇒ (8) + (4, 3) + 8 = 23

Banish soulshear to close draw quarterstaff

Ulliah gains a mythic charge

Yeah that’s a good trade

Ramexes wrote:

Hand: Cold Iron mace +1, Helm, Quarterstaff,

, Bastard sword +1, Clockwork butterfly, Eloquence,
Displayed:
Deck: 8 Discard: 3 Buried: 2
Notes: CH 1 die bump usedBlessing available
Mythic Charges: 2 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +2
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 [X3]+3 []+4
CHA Mythic Bonus: +2
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:
• 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.
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.

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:
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.

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:
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.

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:
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 2
Spoiler:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
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.

Barrier 3
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 4
Spoiler:
Spiked Pit Trap
Barrier C

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:
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:
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.

Weapon 4
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 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:
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.

Spell 2
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 3
Spoiler:
Viper Strike
Spell B

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:
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 5
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.

Random Armors:
Armor 1
Spoiler:
Ghoul Hide
Armor 1

Traits
Light Armor
Magic
Corrupted
E