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

Game Master redeux

CHRONICLE SHEETS ARE LOCATED HERE

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

Turn order:

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


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Dark Archive

Deck Handler

I will take the Sawtooth Sabre +2.

Damage: 1d4 + 1 ⇒ (4) + 1 = 5

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Blessing of Ascension, Ice and Fire, Shadow Barbs, Cleric of Nethys, Life Drain, Hungry Ghost Monk,

Displayed:
Deck: 3 Discard: 13 Buried: 1
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 Abattoir
Exploring Abattoir 2: Mace

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.


STR 4: 1d6 + 3 ⇒ (1) + 3 = 4
Mace is acquired. Examining Abattoir 3: Warmonger Wasp. Warmonger Wasp is bottomdecked
Amaryllis went to help Nyctessa at the Abattoir. But before she went inside she realized that she didn't have any spells ready, so she stopped to look around for a weapon. As usual, the halfling was lucky- not only did she find a discarded mace, but she missed a patrolling wasp while she did!

Discarding Incanter to explore Abattoir 4: Demonic Fly

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.


Revealing and discarding Mace, using 1 mythic counter
Combat 13+4=17: 1d6 + 3 + 1d20 + 1d4 ⇒ (4) + 3 + (4) + (1) = 12
Burying Crown of Charisma to reroll
Combat 13+4=17: 1d6 + 3 + 1d20 + 1d4 ⇒ (2) + 3 + (11) + (4) = 20
Demonic Fly is banished. Nyctessa receives 1 mythic counter. Discarding Full Plate to 1 Acid Damage. Nyctessa is dealt 1 Acid damage.
The wasp was replaced by a much smaller fly. Amaryllis swung her mace at it, but the pesky insect darted away. Luckily, the fly was attracted to the fiery crown on her head, and it buzzed back towards Amaryllis. The halfling didn't miss the second time, and the monster burst into splattering acidic ichor. Amaryllis's armor protected her, but... "Oh I'm sorry Nyctessa, you got hurt!"
Fortunately, it wasn't that bad an injury. And surely even a dark dhamphir wouldn't help but smile at the silliness of a halfling wildly swinging at a fly?

Recharging Surgeon to cure Blessing of Iomedae. Ending turn. Resetting hand.
Arcane 8: 1d12 + 8 ⇒ (7) + 8 = 15
Mirror Image is recharged
As Glissa tended to Amaryllis's wounds, the sorcerer realized she should probably draw back on her magical power.

Amaryllis wrote:

Hand: Good Omen 2, Apprentice, Blessing of Iomedae 2, Frost Ray, Frostbite, Banner of Valor, Radovan Virholt,

Displayed:
Deck: 7 Discard: 7 Buried: 3
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice if noncombat CHA)
Can use without asking: Blessing if would recharge; Blessing for Villain; Good Omen (+4 to acquire or close); Radovan Virholt (+1d6 to Disable, Ranged, Stealth at my location/prevent 2 Combat damage/prevent all Fire or Poison damage); Banner of Valor (display at any location for +1d8 vs Demon banes)
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.


Uliah's Deck Handler

Uliah arrives at the Abbatoir where the vampire seems to be hiding and notices how badly hurt Nyctessa is. He reaches out to heal her:

Cure Nyctessa: 1d4 + 1 ⇒ (3) + 1 = 4
Cure auto-recharges

Her wounds are looking better, so he joins Amaryllis in her exploration of the building. He opens the door to what he believes to be the main hall. Resting upon a wall is a delicately ornate Lance that appears to be enchanted (revealing Captain Oparal to add 1d6 to this Melee Check):

Melee DC 13: 2d6 + 7 ⇒ (3, 1) + 7 = 11

Upon touching the spear, Uliah is shocked and can't help but gasp in pain. Fearing the spear's crackling noises and his wincing could alert the vampire that is sure to be stalking them, he decides to leave the spear alone.

I will discard my Blessing of Sarenrae to explore again.Suddenly, Uliah thinks he hears something from deeper into the main hall, so he approaches the source of the noise as silently as possible. The source of the noise seems to have been a reanimated Skeleton wandering aimlessly. Uliah is compelled to eliminate the unholy creature (+1d8 due to Bane being undead, reveal Mount and Cpt. Oparal to add 1d6+1d4+1 to the check):

Melee DC 12: 1d8 + 2d6 + 1d4 + 7 ⇒ (6) + (5, 2) + (1) + 7 = 21

I'll end my turn here.

Uliah wrote:

Hand: Captain Oparal, Retriever, Blood Periapt, Acidic Greatsword+1, Cure 2, Dwarven Longhammer,

Displayed:
Deck: 9 Discard: 5 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.

Dark Archive

Deck Handler

Discard Shadow Barbs to Damage.

Cure: Black Robe, Blessing of Nethys, Black Dagger Chemist, Animated Skeleton.

Thanks Uliah!

Nyctessa wrote:

Hand: Blessing of Ascension, Ice and Fire, Cleric of Nethys, Life Drain, Hungry Ghost Monk,

Displayed:
Deck: 8 Discard: 9 Buried: 1
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.


Remember kill a monster examine next 3 cards deck handler

Ramexes heads to the abattoir to confront their foe

He finds a skeleton and bashes it with his quarterstaff (discarded so as to free up the hand) and a mythic charge

With no other means of exploring he ends his turn

"

Ramexes wrote:

Hand: Cold Iron mace +1, Helm, Blessing of Pharasma ,

, Bastard sword +1, Clockwork butterfly, Eloquence, "
Displayed:
Deck: 8 Discard: 4 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.

So ram has one Ulliah has an extra charge


Box Runner

as mentioned in hangouts, skeleton already encountered. Here's a fresh update for start of ramexes turn

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:
Worm Demon
Monster C

Traits
Outsider
Undead
Demon

Check
Combat
10

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

Monster 2
Spoiler:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

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

Monster 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:
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 5
Spoiler:
Pitborn Scoundrel
Monster B

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

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

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

Traits
Temptation

Check
None
0

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

Barrier 2
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 3
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 4
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 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:
Hand Crossbow
Weapon C

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.

Weapon 2
Spoiler:
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.

Weapon 3
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 4
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 5
Spoiler:
Heavy Pick
Weapon B

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:
Consecrate
Spell 2

Traits
Magic
Divine

Check
Wisdom
Divine
8

Powers
Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.

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:
Create Pit
Spell B

Traits
Magic
Arcane
Trap
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

Spell 4
Spoiler:
Frigid Blast
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
4
OR
Wisdom
Divine
6

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, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Frigid Blast
Spell C

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
4
OR
Wisdom
Divine
6

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, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
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 2
Spoiler:
Ghoul Hide
Armor 1

Traits
Light Armor
Magic
Corrupted
Elite

Check
Constitution
Fortitude
Craft
7

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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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:
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:
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 5
Spoiler:
Imperial Army Greathelm
Armor 2

Traits
Heavy Armor
Magic
Veteran

Check
Constitution
Fortitude
Charisma
8

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

Random Items:
Item 1
Spoiler:
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 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:
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 4
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 5
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.

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:
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 3
Spoiler:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

Powers
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
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:
Frilled Lizard
Ally B

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.

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 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 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 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 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.

Turn: 24 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: 6
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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

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:
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

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:2 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Amaryllis, Nyctessa, Uliah

Abattior Card 1:
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 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:
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 4:
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.

Abattior Card 5 - Warmonger Wasp:
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.


Remember kill a monster examine next 3 cards deck handler

Ramexes explores and finds Blood of Eustoyriax with no further means of exploring he ends his turn getting rid of the spare weapons

"

Ramexes wrote:

Hand: Apprentice, Helm, BoAbadar,

, Bastard sword +1, Clockwork butterfly, Eloquence, "
Displayed: Blood of Eustoryax,
Deck: 6 Discard: 5 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:
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.

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:
Worm Demon
Monster B

Traits
Outsider
Undead
Demon

Check
Combat
10

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

Monster 5
Spoiler:
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.

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

Traits
Temptation

Check
None
0

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

Barrier 2
Spoiler:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

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

Barrier 3
Spoiler:
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:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

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

Barrier 5
Spoiler:
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:
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 2
Spoiler:
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.

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:
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.

Random Spells:
Spell 1
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 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:
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 4
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 5
Spoiler:
Life Drain
Spell 1

Traits
Magic
Arcane
Divine
Attack
Healing
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
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:
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:
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 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:
Demon Hunter's Handbook
Item C

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:
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 3
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 4
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 5
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.

Random Allies:
Ally 1
Spoiler:
Mendevian Crusader
Ally B

Traits
Human
Soldier

Check
Divine
9
OR
Charisma
Diplomacy
6

Powers
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.

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:
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 4
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 5
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.

Random Blessings:
Blessing 1
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.

Blessing 2
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 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 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 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: 25 Nyctessa/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Sarenrae

Top Blessing:
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 Remaining: 5
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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

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:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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:2 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Amaryllis, Nyctessa, Uliah, Ramexes

Abattior Card 1:
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 2:
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 3:
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.

Abattior Card 4 - Warmonger Wasp:
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.

Dark Archive

Deck Handler

Explore Card 1: Mace

Spoiler:

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.

Strength: 1d6 ⇒ 3 Banished.

Discard Cleric of Nethys. Examine Top 2 and Rearrange then Explore. Encountering Ommors.

Ice and Fire. Bury Blessing of Ascension. Bury Hungry Ghost Monk. Ram BoAb. Ama BoIo. Expend 4 Mythic Charge.
Combat 32: 1d20 + 4 + 4 + 2 + 2d8 + 3 + 1d20 + 1d6 + 1d20 + 1d20 ⇒ (19) + 4 + 4 + 2 + (5, 7) + 3 + (16) + (4) + (20) + (3) = 87

Villain defeated! Last Location Closed!

Nyctessa began drawing in the life force of all the souls that were wrenched from their bodies in this defiled place. As she passed through the dark hallways of the abattoir she tossed aside martial implements while her cleric began divining the sangudaemon's location. It only took a few moments to find such a strong source of foul magic.

"It is time. There will be nothing left of this wretched place or the fiend inhabiting it. I WILL HAVE NO CONTENDERS FOR MY RULE!" her words rang out growing in strength and power. Mythical energy began to well up around her causing anything not held down to smash against the walls.

Her allies called upon their own blessings to defend themselves from the upcoming onslaught and allow the necromancer to unleash her full power.

The incantion finished as the sky split open releasing a massive blizzard while the abattoir itself began erupting with gouts of flame. Ommors, The Bringer of Twilight was unprepared...the molten bursts incinerated the bloodied arachnid legs and dragonfly wings while the wave of frost was able to freeze her protruding fangs into a look of what could possibly be surprise. Not even the blessings of Szuriel could save the clerics physical form.

When the storm subsided Nyctessa was left panting on the ground as she called upon every ounce of power she had obtained thus far.

"Nothing is going to destroy this world before I can claim what is mine!"


Box Runner

Development:
Ommors f lees into the night sky, fiendish limbs dripping with the blood of her victims. The daemon’s hateful voice rings in your mind, “No! I have protected you feeble cattle far too long. Let the horde take you!”

Bereft of their deity, the villagers of Valahuv drive you from their home. Since you can’t retreat anywhere safe, your only remaining option is to infiltrate the demon-infested city of Undarin, and try not to be discovered by the horrors that reside there.

Reward:
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace a weapon in her deck with the loot Fiendsplitter. At the end of each scenario, return the loot to the game box.

Characters completing the second scenario at their tier gain one power feat.

Fieldsplitter:
Fiendsplitter
Loot Weapon 3

Traits
Axe
Melee
Slashing
2-Handed
Magic
Torag

Check

0

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d12+1; you may additionally discard this card to add your Strength die. You may recharge a card that has the Torag trait to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
You may discard this card to examine the top card of your location deck; if it does not have the Demon trait, shuffle your location deck.

Deck Upgrades:

Ally 1 Chief Sull
Ally B Recruit
Ally B Athlete

Armor 2 Commander's Field Plate
Armor 2 Imperial Army Greathelm
Armor B Helm
Armor B Magic Shield

Item 2 Horn of Assured Victory
Item 1 Almanac
Item C Potion of Striding
Item C Book of the Loremaster
Item C Monkey's Paw

Spell 2 Paralyze
Spell C Cure
Spell B Good Omen

Weapon 3 Rod of the Viper
Weapon 3 Sawtooth Sabre +2
Weapon 1 Ranseur of the Gargoyle
Weapon B Mace
Weapon B Corrosive Dagger +1


Box Runner

1-3C: QUEEN OF DEMONS
You gaze across a torch-lit city of demons, cultists, and their
victims. Between temples and statues to demon lords, the
crack of whips drives processions of slaves to their doom
on the sacrificial altars of Undarin.

Count Jeggare points across a bridge connecting the city to
the Widowknife Clanhold. “There,” he says, indicating a tower
decorated with ragged wings. “The Tower of Zura is the most
likely repository of the Lexicon of Paradox.”

“We can fight our way in,” says Oparal. “But if they raise the
alarm, I doubt we can fight our way back out of Undarin.”
“You’re lucky you’ve got me,” Radovan says. “What this job
needs is good looks and sneakitude.”

“We can’t send scouts alone,” says Oparal. “One cry from a
sentry, and a horde of demons will descend on you. You’ll need
arms and magic as well as stealth.”

“And do not trust anyone you do not know, even if they look
like paladins,” says Count Jeggare.

“Why paladins?” says Oparal. “Members of our orders are
the most devout of all who war against the Worldwound.”

“It is for precisely that reason that the tempter demons favor
them for corruption,” says Count Jeggare. “Surely you have
heard as much as I about those fallen paladins who now serve
our myriad adversaries.”

“Is that so?” says Radovan.

Oparal frowns but gives a curt nod. “Sadly, it is true. These
antipaladins lead the cultists against their former friends. If I
ever get my hands on one of them—”

“You must avoid them at all costs, Oparal,” says Jeggare.
“Should you see a paladin who remains devoted to Iomedae,
the blackguard would stop at nothing to destroy you.”

“Not if I destroy him first,” growls Oparal.

DURING THIS SCENARIO

• After building location decks, put 2 random monsters on top of each location deck.
• When you create the blessings deck, split it into 3 stacks of 10 cards. Put Hosilla (proxy for Yavalliska) on top of the first stack, then put the second stack on top of the first stack. Put Faxon (proxy for Kasiya) on top of this stack, then put the third stack on top of the rest.
• When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.
• At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.
• To win this scenario, close all locations.

Villain: NONE

Henchmen:

Undarin Patrol:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.


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 building location decks, put 2 random monsters on top of each location deck.
• When you create the blessings deck, split it into 3 stacks of 10 cards. Put Hosilla (proxy for Yavalliska) on top of the first stack, then put the second stack on top of the first stack. Put Faxon (proxy for Kasiya) on top of this stack, then put the third stack on top of the rest.
• When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.
• At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.
• To win this scenario, close all locations.
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:
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 2
Spoiler:
Dominion Scientist
Monster 3

Traits
Aberration
Sorcerer

Check
Combat
21
OR
Knowledge
15

Powers
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

Monster 3
Spoiler:
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.

Monster 4
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 5
Spoiler:
Cave Viper
Monster B

Traits
Animal
Basic

Check
Combat
8

Powers
All damage dealth by a Cave Viper is Poison damage.
Defore you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.

Random Barriers:
Barrier 1
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 2
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 3
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 4
Spoiler:
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.

Barrier 5
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.

Random Weapons:
Weapon 1
Spoiler:
Flaming Heavy Pick +1
Weapon C

Traits
Pick
Melee
Piercing
Magic
Elite

Check
Strength
Melee
12

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 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Weapon 2
Spoiler:
Glaive +1
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Magic
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

Weapon 3
Spoiler:
Ranseur of the Gargoyle
Weapon 1

Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite

Check
Strength
Melee
10

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

Weapon 4
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 5
Spoiler:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Random Spells:
Spell 1
Spoiler:
Frigid Blast
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
4
OR
Wisdom
Divine
6

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, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

Spell 2
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 3
Spoiler:
Bloodscent
Spell 1

Traits
Magic
Arcane
Divine
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
6

Powers
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Fireblade
Spell C

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

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

Spell 5
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.

Random Armors:
Armor 1
Spoiler:
Scale Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
4

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

Armor 2
Spoiler:
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 3
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 4
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 5
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.

Random Items:
Item 1
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 2
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 3
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 4
Spoiler:
Caltrop Bead
Item B

Traits
Object
Magic
Basic

Check
Dexterity
6

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

Item 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:
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 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:
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.

Ally 4
Spoiler:
Blackwing Librarian
Ally B

Traits
Human
Wizard
Basic

Check
Intelligence
Knowledge
6
OR
Diplomacy
8

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

Ally 5
Spoiler:
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.

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 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 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 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: 1 Amaryllis/EmpTyger

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: 31
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 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 2 (Turn 3 Ramexes)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 3 (Turn 4 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 4 (Turn 5 Amaryllis)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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

Blessings Deck Card 5 (Turn 6 Uliah)
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 7 Ramexes)
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 7 (Turn 8 Nyctessa)
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.

Blessings Deck Card 8 (Turn 9 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 9 (Turn 10 Uliah)
Spoiler:
Kasiya
Villain Monster 3

Traits
Mythic
Undead
Vampire

Check
Combat
27
OR
Knowledge
Divine
Diplomacy
20

Powers
Kasiya is immune to the Mental and Poison traits.
Before you act, each other character summons and encounters the henchman Vescavor Swarm.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury your discard pile.

Blessings Deck Card 10 (Turn 11 Ramexes)
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 12 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 12 (Turn 13 Amaryllis)
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.

Blessings Deck Card 13 (Turn 14 Uliah)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

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

Blessings Deck Card 14 (Turn 15 Ramexes)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 15 (Turn 16 Nyctessa)
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 17 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 17 (Turn 18 Uliah)
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 18 (Turn 19 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 19 (Turn 20 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 20 (Turn 21 Amaryllis)
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.

Blessings Deck Card 21 (Turn 22 Uliah)
Spoiler:
Yavalliska
Villain Monster 3

Traits
Mythic
Outsider
Demon

Check
Combat
24
THEN
Combat
28

Powers
Yavalliska is immune to the Electricity, Fire, and Poison traits.
Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

Blessings Deck Card 22 (Turn 23 Ramexes)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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

Blessings Deck Card 23 (Turn 24 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 24 (Turn 25 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 25 (Turn 26 Uliah)
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 26 (Turn 27 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 27 (Turn 28 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 28 (Turn 29 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 29 (Turn 30 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 30 (Turn 31 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 31 (Turn 32 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.

Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M:4 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1

Cathedral of Chaos Card 1:
Accursed Priest
Monster 1

Traits
Undead
Cleric
Veteran

Check
Combat
11
OR
Divine
8

Powers
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Cathedral of Chaos Card 2:
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.

Cathedral of Chaos Card 3:
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.

Cathedral of Chaos Card 4:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Cathedral of Chaos Card 5:
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.

Cathedral of Chaos Card 6:
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.

Cathedral of Chaos Card 7:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cathedral of Chaos Card 8:
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.

Cathedral of Chaos Card 9:
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.

Cathedral of Chaos Card 10:
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.

Cathedral of Chaos Card 11:
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.

Cathedral of Chaos Card 12:
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.

Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1

Occult Library Card 1:
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.

Occult Library Card 2:
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.

Occult Library Card 3:
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.

Occult Library Card 4:
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.

Occult Library Card 5:
Spite Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
22

Powers
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

Occult Library Card 6:
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.

Occult Library Card 7:
Glibness
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 Charisma 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.

Occult Library Card 8:
Glibness
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 Charisma 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.

Occult Library Card 9:
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.

Occult Library Card 10:
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.

Occult Library Card 11:
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.

Occult Library Card 12:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:5 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1

Torture Chamber Card 1:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

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

Torture Chamber Card 2:
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.

Torture Chamber Card 3:
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.

Torture Chamber Card 4:
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.

Torture Chamber Card 5:
Demon Hunter
Ally B

Traits
Human
Ranger

Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6

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

Torture Chamber Card 6:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber Card 7:
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.

Torture Chamber Card 8:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Torture Chamber Card 9:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Torture Chamber Card 10:
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.

Torture Chamber Card 11:
Ghoul Hide
Armor 1

Traits
Light Armor
Magic
Corrupted
Elite

Check
Constitution
Fortitude
Craft
7

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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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.

Torture Chamber Card 12:
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.

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:6 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
Drake Rider
Monster 3

Traits
Outsider
Demon
Fighter
AND
Dragon

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

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

Abattior Card 2:
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.

Abattior Card 3:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Abattior Card 4:
Hand Crossbow
Weapon C

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.

Abattior Card 5:
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 6:
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 7:
Lost Soul
Monster 3

Traits
Undead

Check
Combat
19

Powers
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Abattior 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.

Abattior Card 9:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

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

Abattior Card 10:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

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

Abattior Card 11:
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.

Abattior Card 12:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:5 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1

Sanctum Card 1:
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.

Sanctum Card 2:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Sanctum Card 3:
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.

Sanctum Card 4:
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.

Sanctum Card 5:
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.

Sanctum Card 6:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

Sanctum Card 7:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum Card 8:
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.

Sanctum Card 9:
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.

Sanctum Card 10:
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.

Sanctum Card 11:
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.

Sanctum Card 12:
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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Gaining Power Feat: At the end of your turn, after and before you reset your hand, you may attempt to recharge a spell in your discard pile.
Forfeiting upgrade

Amaryllis stared in awe as Archmage Nyctessa caused the vampire lord to... not exist any more. "I better practice!" The halfling ignored the newly acquired loot, instead repeating her known spells again and again, trying to make her sorcery come more easily from her fingers.

Starting at Torture Chamber
Adding cohort Radovan Virholt to hand
Her squire Radovan was heading to the torture room in the Tower of Zura. Nervously, Amaryllis followed him.

Amaryllis wrote:

Hand: Force Missile, Boots of Elvenkind, Blessing of Iomedae 1, Mirror Image, Swipe, Sacred Prism, Incanter, Radovan Virholt,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice if noncombat CHA); 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); Sacred Prism (add Magic trait at my location/cure 1d4 cards at my location)
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 ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

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

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


Uliah's Deck Handler

Uliah will start at the Cathedral of Chaos. I'm hoping to be able to grab that Corrupted Blessing to help with closing the Sanctum.

Uliah wrote:

Hand: Blessing of the Gods 4, Blessing of the Gods 3, Bound Elemental, Find Traps, Augury, Fiendsplitter,

Displayed:
Deck: 11 Discard: 0 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 ( [x] 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 will start at the sanctum

Ramexes wrote:

Hand: BoAbadar, Soulshear, Eloquence, Benevolent buckler, Find traps, Disrupting rapier +1,

Displayed:
Deck: 11 Discard: 0 Buried: 0
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 ( [X3 ] 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

Starting Location: Occult Library.

"I have exhausted nearly all of my power. Time to discover what these cultist have been hiding within these shelves." she says heading off.

Nyctessa wrote:

Hand: Blessing of The Archdevils, Shadow Barbs, Life Drain, Blessing of Baphomet, Bracers of Protection, Animated Skeleton, Black Spot,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Black Spot subtracts 4 from check to defeat a monster. BoTAD recharges due to BoBaph. BoBaph adds 2 dice to a check on your first exploration.
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 [X] 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.


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 building location decks, put 2 random monsters on top of each location deck.
• When you create the blessings deck, split it into 3 stacks of 10 cards. Put Hosilla (proxy for Yavalliska) on top of the first stack, then put the second stack on top of the first stack. Put Faxon (proxy for Kasiya) on top of this stack, then put the third stack on top of the rest.
• When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.
• At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.
• To win this scenario, close all locations.
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:
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 2
Spoiler:
Dominion Scientist
Monster 3

Traits
Aberration
Sorcerer

Check
Combat
21
OR
Knowledge
15

Powers
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

Monster 3
Spoiler:
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.

Monster 4
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 5
Spoiler:
Cave Viper
Monster B

Traits
Animal
Basic

Check
Combat
8

Powers
All damage dealth by a Cave Viper is Poison damage.
Defore you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.

Random Barriers:
Barrier 1
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 2
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 3
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 4
Spoiler:
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.

Barrier 5
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.

Random Weapons:
Weapon 1
Spoiler:
Flaming Heavy Pick +1
Weapon C

Traits
Pick
Melee
Piercing
Magic
Elite

Check
Strength
Melee
12

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 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Weapon 2
Spoiler:
Glaive +1
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Magic
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

Weapon 3
Spoiler:
Ranseur of the Gargoyle
Weapon 1

Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite

Check
Strength
Melee
10

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

Weapon 4
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 5
Spoiler:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Random Spells:
Spell 1
Spoiler:
Frigid Blast
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
4
OR
Wisdom
Divine
6

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, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

Spell 2
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 3
Spoiler:
Bloodscent
Spell 1

Traits
Magic
Arcane
Divine
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
6

Powers
Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Fireblade
Spell C

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

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

Spell 5
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.

Random Armors:
Armor 1
Spoiler:
Scale Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
4

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

Armor 2
Spoiler:
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 3
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 4
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 5
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.

Random Items:
Item 1
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 2
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 3
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 4
Spoiler:
Caltrop Bead
Item B

Traits
Object
Magic
Basic

Check
Dexterity
6

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

Item 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:
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 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:
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.

Ally 4
Spoiler:
Blackwing Librarian
Ally B

Traits
Human
Wizard
Basic

Check
Intelligence
Knowledge
6
OR
Diplomacy
8

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

Ally 5
Spoiler:
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.

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 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 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 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: 1 Amaryllis/EmpTyger

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: 31
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 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 2 (Turn 3 Ramexes)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 3 (Turn 4 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 4 (Turn 5 Amaryllis)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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

Blessings Deck Card 5 (Turn 6 Uliah)
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 7 Ramexes)
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 7 (Turn 8 Nyctessa)
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.

Blessings Deck Card 8 (Turn 9 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 9 (Turn 10 Uliah)
Spoiler:
Kasiya
Villain Monster 3

Traits
Mythic
Undead
Vampire

Check
Combat
27
OR
Knowledge
Divine
Diplomacy
20

Powers
Kasiya is immune to the Mental and Poison traits.
Before you act, each other character summons and encounters the henchman Vescavor Swarm.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury your discard pile.

Blessings Deck Card 10 (Turn 11 Ramexes)
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 12 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 12 (Turn 13 Amaryllis)
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.

Blessings Deck Card 13 (Turn 14 Uliah)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

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

Blessings Deck Card 14 (Turn 15 Ramexes)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 15 (Turn 16 Nyctessa)
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 17 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 17 (Turn 18 Uliah)
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 18 (Turn 19 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 19 (Turn 20 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 20 (Turn 21 Amaryllis)
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.

Blessings Deck Card 21 (Turn 22 Uliah)
Spoiler:
Yavalliska
Villain Monster 3

Traits
Mythic
Outsider
Demon

Check
Combat
24
THEN
Combat
28

Powers
Yavalliska is immune to the Electricity, Fire, and Poison traits.
Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

Blessings Deck Card 22 (Turn 23 Ramexes)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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

Blessings Deck Card 23 (Turn 24 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 24 (Turn 25 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 25 (Turn 26 Uliah)
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 26 (Turn 27 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 27 (Turn 28 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 28 (Turn 29 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 29 (Turn 30 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 30 (Turn 31 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 31 (Turn 32 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.

Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M:4 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Uliah

Cathedral of Chaos Card 1:
Accursed Priest
Monster 1

Traits
Undead
Cleric
Veteran

Check
Combat
11
OR
Divine
8

Powers
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Cathedral of Chaos Card 2:
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.

Cathedral of Chaos Card 3:
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.

Cathedral of Chaos Card 4:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Cathedral of Chaos Card 5:
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.

Cathedral of Chaos Card 6:
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.

Cathedral of Chaos Card 7:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Cathedral of Chaos Card 8:
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.

Cathedral of Chaos Card 9:
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.

Cathedral of Chaos Card 10:
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.

Cathedral of Chaos Card 11:
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.

Cathedral of Chaos Card 12:
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.

Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Nyctessa

Occult Library Card 1:
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.

Occult Library Card 2:
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.

Occult Library Card 3:
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.

Occult Library Card 4:
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.

Occult Library Card 5:
Spite Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
22

Powers
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

Occult Library Card 6:
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.

Occult Library Card 7:
Glibness
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 Charisma 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.

Occult Library Card 8:
Glibness
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 Charisma 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.

Occult Library Card 9:
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.

Occult Library Card 10:
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.

Occult Library Card 11:
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.

Occult Library Card 12:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:5 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Amaryllis

Torture Chamber Card 1:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

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

Torture Chamber Card 2:
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.

Torture Chamber Card 3:
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.

Torture Chamber Card 4:
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.

Torture Chamber Card 5:
Demon Hunter
Ally B

Traits
Human
Ranger

Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6

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

Torture Chamber Card 6:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber Card 7:
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.

Torture Chamber Card 8:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Torture Chamber Card 9:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Torture Chamber Card 10:
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.

Torture Chamber Card 11:
Ghoul Hide
Armor 1

Traits
Light Armor
Magic
Corrupted
Elite

Check
Constitution
Fortitude
Craft
7

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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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.

Torture Chamber Card 12:
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.

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:6 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
Drake Rider
Monster 3

Traits
Outsider
Demon
Fighter
AND
Dragon

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

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

Abattior Card 2:
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.

Abattior Card 3:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Abattior Card 4:
Hand Crossbow
Weapon C

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.

Abattior Card 5:
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 6:
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 7:
Lost Soul
Monster 3

Traits
Undead

Check
Combat
19

Powers
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Abattior 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.

Abattior Card 9:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

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

Abattior Card 10:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

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

Abattior Card 11:
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.

Abattior Card 12:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:5 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Ramexes

Sanctum Card 1:
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.

Sanctum Card 2:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Sanctum Card 3:
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.

Sanctum Card 4:
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.

Sanctum Card 5:
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.

Sanctum Card 6:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

Sanctum Card 7:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum Card 8:
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.

Sanctum Card 9:
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.

Sanctum Card 10:
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.

Sanctum Card 11:
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.

Sanctum Card 12:
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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Examining Torture Chamber 1: Ghost

Ghost:
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

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


Moving Ghost on top of Cathedral of Chaos
"This tower was haunted! I saw a ghost, I'm sure of it!" Radovan looked at her skeptically. "I'm positive! It must have wandered off."

Exploring Torture Chamber 2: Gargoyle

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.


Discarding Force Missile
Combat 14: 1d12 + 9 + 2d4 ⇒ (9) + 9 + (3, 3) = 24
Gargoyle is banished
Arcane 6: 1d12 + 9 ⇒ (4) + 9 = 13
Force Missile is recharged
Amaryllis was extra on her guard, and didn't trust the spooky looking statues. Just to be certain, she blasted them with magic missiles.

Discarding Incanter to explore Torture Chamber 3: Mongrel Wizard

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.


Random Monster 1: Man-Eating Aurochs (Combat 11). Displaying Mirror Image
Mirror Image: 1d4 ⇒ 1
Discarding Radovan Virholt for 1 Acid damage. Discarding Swipe
Combat 11-3=8: 1d12 + 9 + 1d8 ⇒ (4) + 9 + (5) = 18
Arcane 10: 1d12 + 9 ⇒ (4) + 9 = 13
Swipe is recharged
Mirror Image: 1d4 ⇒ 2
Mirror Image prevents Poison damage. Mongrel Wizard is banished
The door to the torture chamber opened and... a cow wandered through? Amaryllis was caught flatfooted as the illusion dropped, revealing a mongrel wizard casting an acid bolt at her, and she didn't get her mirror image up in time. Fortunately, Radovan was an excellent squire, and threw a shield between her and the acid bolt. The sorcerer responded by magically seizing the wizard's staff. But the mongrel had one cantrip that it knew how to cast without an arcane focus, and sent a poisonous spray at the halfling. Or at least, what it thought was the halfling- the mongrel had actually targeted an illusory copy! The wizard didn't have time to discover the mistake before the real Amaryllis lashed out with the stolen staff, cracking it over the mongrel's head.

Discarding Blessing of Iomedae to explore Torture Chamber 4: Glimmer of Hope

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.


Glimmer of Hope is displayed
Hesitantly, Amaryllis entered the torture chamber, fearful of what might lie within- and yet to her surprise, there were no awful instruments of pain, no devices of misery, no inhumane horrors. "Maybe it's not so bad after all!" said the halfling cheerfully.

Sacred Prism: 1d4 ⇒ 4
Burying Sacred Prism to cure 3 cards
Amaryllis felt so relieved. "Maybe it's due to Iomedae!" She took a sip from the holy prism in case it was.

Ending turn.
Arcane 8: 1d12 + 9 ⇒ (8) + 9 = 17
Mirror Image is recharged. Resetting hand

Amaryllis wrote:

Hand: Crown of Charisma, Boots of Elvenkind, Frostbite, Force Missile, Apprentice, Incanter, Blessing of the Gods,

Displayed:
Deck: 10 Discard: 0 Buried: 1
Notes:
Ask before using: Blessing of the Gods
Can use without asking: Blessing if would recharge
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 ([X] 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 building location decks, put 2 random monsters on top of each location deck.
• When you create the blessings deck, split it into 3 stacks of 10 cards. Put Hosilla (proxy for Yavalliska) on top of the first stack, then put the second stack on top of the first stack. Put Faxon (proxy for Kasiya) on top of this stack, then put the third stack on top of the rest.
• When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.
• At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.
• To win this scenario, close all locations.
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.

Displayed Next to scenario:

Glimmer of Hope:
[b]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 Monsters:
Monster 1
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 2
Spoiler:
Cultist Archer
Monster 2

Traits
Half-Elf
Cultist
Ranger

Check
Combat
14

Powers
Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.

Monster 3
Spoiler:
Worm Demon
Monster B

Traits
Outsider
Undead
Demon

Check
Combat
10

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

Monster 4
Spoiler:
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 5
Spoiler:
Cave Lizard
Monster B

Traits
Animal
Basic

Check
Combat
11

Powers
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.

Random Barriers:
Barrier 1
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 2
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 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:
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.

Barrier 5
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.

Random Weapons:
Weapon 1
Spoiler:
Heavy Pick
Weapon B

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.

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:
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 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:
Sagacity
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 2
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 3
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 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:
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:
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 2
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 3
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 4
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.

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:
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 2
Spoiler:
Caltrop Bead
Item B

Traits
Object
Magic
Basic

Check
Dexterity
6

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

Item 3
Spoiler:
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 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:
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.

Random Allies:
Ally 1
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.

Ally 2
Spoiler:
Druid of the Storm
Ally 2

Traits
Human
Druid
Veteran

Check
Divine
7
OR
Charisma
Diplomacy
9

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

Ally 3
Spoiler:
Jesker Helton
Ally 3

Traits
Human
Cleric

Check
None
0

Powers
To acquire this card, summon and defeat this adventure's servitor demon.
Recharge this card to add 1d4 to your Divine or Ranged check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

Ally 4
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 5
Spoiler:
Mendevian Crusader
Ally B

Traits
Human
Soldier

Check
Divine
9
OR
Charisma
Diplomacy
6

Powers
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.

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 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 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.

Turn: 2 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: 30
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 3 Ramexes)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 2 (Turn 4 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 5 Amaryllis)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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

Blessings Deck Card 4 (Turn 6 Uliah)
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 7 Ramexes)
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 6 (Turn 8 Nyctessa)
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.

Blessings Deck Card 7 (Turn 9 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 10 Uliah)
Spoiler:
Kasiya
Villain Monster 3

Traits
Mythic
Undead
Vampire

Check
Combat
27
OR
Knowledge
Divine
Diplomacy
20

Powers
Kasiya is immune to the Mental and Poison traits.
Before you act, each other character summons and encounters the henchman Vescavor Swarm.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury your discard pile.

Blessings Deck Card 9 (Turn 11 Ramexes)
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 10 (Turn 12 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 13 Amaryllis)
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.

Blessings Deck Card 12 (Turn 14 Uliah)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

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

Blessings Deck Card 13 (Turn 15 Ramexes)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 14 (Turn 16 Nyctessa)
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 15 (Turn 17 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 16 (Turn 18 Uliah)
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 17 (Turn 19 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 18 (Turn 20 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 21 Amaryllis)
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.

Blessings Deck Card 20 (Turn 22 Uliah)
Spoiler:
Yavalliska
Villain Monster 3

Traits
Mythic
Outsider
Demon

Check
Combat
24
THEN
Combat
28

Powers
Yavalliska is immune to the Electricity, Fire, and Poison traits.
Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

Blessings Deck Card 21 (Turn 23 Ramexes)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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

Blessings Deck Card 22 (Turn 24 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 23 (Turn 25 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 24 (Turn 26 Uliah)
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 25 (Turn 27 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 26 (Turn 28 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 29 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 28 (Turn 30 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 29 (Turn 31 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 30 (Turn 32 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.

Cathedral of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M:5 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Uliah

Cathedral of Chaos Card 1 - Ghost:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

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

Cathedral of Chaos Card 2:
Accursed Priest
Monster 1

Traits
Undead
Cleric
Veteran

Check
Combat
11
OR
Divine
8

Powers
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.

Cathedral of Chaos Card 3:
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.

Cathedral of Chaos Card 4:
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.

Cathedral of Chaos Card 5:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Cathedral of Chaos Card 6:
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.

Cathedral of Chaos Card 7:
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.

Cathedral of Chaos Card 8:
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.

Cathedral of Chaos Card 9:
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.

Cathedral of Chaos Card 10:
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.

Cathedral of Chaos Card 11:
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.

Cathedral of Chaos Card 12:
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.

Cathedral of Chaos Card 13:
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.

Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Nyctessa

Occult Library Card 1:
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.

Occult Library Card 2:
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.

Occult Library Card 3:
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.

Occult Library Card 4:
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.

Occult Library Card 5:
Spite Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
22

Powers
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

Occult Library Card 6:
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.

Occult Library Card 7:
Glibness
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 Charisma 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.

Occult Library Card 8:
Glibness
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 Charisma 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.

Occult Library Card 9:
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.

Occult Library Card 10:
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.

Occult Library Card 11:
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.

Occult Library Card 12:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:2 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Amaryllis

Torture Chamber Card 1:
Demon Hunter
Ally B

Traits
Human
Ranger

Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6

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

Torture Chamber Card 2:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber Card 3:
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.

Torture Chamber Card 4:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Torture Chamber Card 5:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Torture Chamber Card 6:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

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

Torture Chamber Card 7:
Ghoul Hide
Armor 1

Traits
Light Armor
Magic
Corrupted
Elite

Check
Constitution
Fortitude
Craft
7

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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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.

Torture Chamber Card 8:
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.

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:6 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
Drake Rider
Monster 3

Traits
Outsider
Demon
Fighter
AND
Dragon

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

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

Abattior Card 2:
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.

Abattior Card 3:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Abattior Card 4:
Hand Crossbow
Weapon C

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.

Abattior Card 5:
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 6:
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 7:
Lost Soul
Monster 3

Traits
Undead

Check
Combat
19

Powers
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Abattior 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.

Abattior Card 9:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

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

Abattior Card 10:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

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

Abattior Card 11:
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.

Abattior Card 12:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:5 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Ramexes

Sanctum Card 1:
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.

Sanctum Card 2:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Sanctum Card 3:
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.

Sanctum Card 4:
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.

Sanctum Card 5:
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.

Sanctum Card 6:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

Sanctum Card 7:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum Card 8:
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.

Sanctum Card 9:
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.

Sanctum Card 10:
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.

Sanctum Card 11:
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.

Sanctum Card 12:
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.


Uliah's Deck Handler

Uliah received a whispered message from Amaryllis, warning him of a ghost haunting the tower nearby. "Our enemies seem to be closing in on us....Dawnflower, please lead the way and deliver me and my friends from evil" - Uliah says as he holds his Holy Symbol and focuses on a divination spell.

Uliah will cast Augury, choosing Monster. He examines Ghost, Accursed Priest and Toad Demon. They are all going to the bottom of the Cathedral of Chaos. I reveal my Bound Elemental to add 1d4+1 and automatically recharge Augury. Then, I examine Card 4 (which is now on top) per the scenario rules. Itˋs a Corroded Helm, a corrupted card! Iˋll use my free explore to try to acquire it. Since this is a card we could use to close the Sanctum, Iˋm going to use one of my blessings to ensure success.

Constitution DC 3: 2d6 ⇒ (1, 5) = 6

A path illuminates before Uliah and he feels Sarenraeˋs warm. He knows he will be safe. At the end of it, he finds a decrepit and severely damaged helmet, but something tells him to pick it up.

I will then discard one of my blessings to explore again. I found an Undarin Patrol x_x, but I think I am prepared. I will use Find Traps and also my Bound Elemental to add a total of 2d6+1d8 to my Dexterity Check. I will also ask Nyctessa to recharge her Blessing of the Archdevils to add 1d6 and make our success a certainty.

Dexterity DC 12: 4d6 + 1d8 ⇒ (3, 5, 5, 3) + (6) = 22
Recharge Find Traps Divine DC 8: 1d10 + 6 ⇒ (9) + 6 = 15
Recharge Bound Elemental Divine DC 12: 1d10 + 6 ⇒ (10) + 6 = 16

Distracted by the helm, Uliah forgets the fact he is out in the open. He is almost spotted by an Undarin Patrol, but he manages to sneak past them at the last second by using his divine sense to avoid the alarm spells around the area and creating a distraction with a summoned elemental.

As he exits the Cathedral of Chaos, he uses one of his weapons to bar a door and destroy the bridge connecting this tower to the section of the fort he escaped to. He feels safe at the moment, and for some strange reason, he can sense the corrupted energies around this area favoring him and granting some protection.

I will banish Fiendsplitter to close the location. I then draw a random blessing with the corrupted trait (Redeux, there were no blessings with the corrupted trait in the random pile. Can you generate one for me?). [ooc]The Cathedral of chaos is now closed!

I will end Uliahˋs turn here and reset my Hand.

Uliah wrote:

Hand: Black Dragonhide Breastplate, Dragonbane Greatsword + 2, Retriever, Bound Lantern Archon, Random Corrupted Blessing, Corroded Helm,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes:
-Use the corrupted blessing if you absolutely need it, but remember we might need it to close the Sanctum.
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
Shirt Reroll Available Scenario
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 ( [x] 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's blessing

Random 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.

--------------------------------
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 building location decks, put 2 random monsters on top of each location deck.
• When you create the blessings deck, split it into 3 stacks of 10 cards. Put Hosilla (proxy for Yavalliska) on top of the first stack, then put the second stack on top of the first stack. Put Faxon (proxy for Kasiya) on top of this stack, then put the third stack on top of the rest.
• When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.
• At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.
• To win this scenario, close all locations.
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.

Displayed Next to scenario:

Glimmer of Hope:
[b]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 Monsters:
Monster 1
Spoiler:
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.

Monster 2
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 3
Spoiler:
Mad Knight
Monster 1

Traits
Human
Cavalier
Veteran

Check
Combat
13

Powers
The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Monster 4
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 5
Spoiler:
Blasphemous Priest
Monster B

Traits
Undead
Cleric
Elite

Check
Combat
10

Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Random Barriers:
Barrier 1
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 2
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 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:
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:
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.

Random Weapons:
Weapon 1
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.

Weapon 2
Spoiler:
Longspear
Weapon C

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:
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 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:
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.

Random Spells:
Spell 1
Spoiler:
Flames of the Faithful
Spell 1

Traits
Magic
Divine
Fire
Veteran

Check
Wisdom
Divine
5

Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spell 2
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 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:
Sagacity
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 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:
Scale Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
4

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

Armor 2
Spoiler:
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 3
Spoiler:
Magic Scale Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
5

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

Armor 4
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 5
Spoiler:
Eagle Knight Dress Uniform
Armor 1

Traits
Heavy Armor
Veteran

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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:
Caltrop Bead
Item B

Traits
Object
Magic
Basic

Check
Dexterity
6

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

Item 3
Spoiler:
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 4
Spoiler:
Fortune's Arrow
Item 3

Traits
Arrow
Piercing
Ranged
Magic
Mythic

Check
Dexterity
Ranged
12

Powers
If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Item 5
Spoiler:
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.

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:
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 3
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.

Ally 4
Spoiler:
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.

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 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 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 4
Spoiler:
Blessing of Nethys
Blessing 2

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Turn: 3 Ramexes/Merisial

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: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 4 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 5 Amaryllis)
Spoiler:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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

Blessings Deck Card 3 (Turn 6 Uliah)
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 4 (Turn 7 Ramexes)
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 5 (Turn 8 Nyctessa)
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.

Blessings Deck Card 6 (Turn 9 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 10 Uliah)
Spoiler:
Kasiya
Villain Monster 3

Traits
Mythic
Undead
Vampire

Check
Combat
27
OR
Knowledge
Divine
Diplomacy
20

Powers
Kasiya is immune to the Mental and Poison traits.
Before you act, each other character summons and encounters the henchman Vescavor Swarm.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury your discard pile.

Blessings Deck Card 8 (Turn 11 Ramexes)
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 12 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 13 Amaryllis)
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.

Blessings Deck Card 11 (Turn 14 Uliah)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

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

Blessings Deck Card 12 (Turn 15 Ramexes)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 13 (Turn 16 Nyctessa)
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 17 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 15 (Turn 18 Uliah)
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 16 (Turn 19 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 20 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 21 Amaryllis)
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.

Blessings Deck Card 19 (Turn 22 Uliah)
Spoiler:
Yavalliska
Villain Monster 3

Traits
Mythic
Outsider
Demon

Check
Combat
24
THEN
Combat
28

Powers
Yavalliska is immune to the Electricity, Fire, and Poison traits.
Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

Blessings Deck Card 20 (Turn 23 Ramexes)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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

Blessings Deck Card 21 (Turn 24 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 25 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 23 (Turn 26 Uliah)
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 24 (Turn 27 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 25 (Turn 28 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 26 (Turn 29 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 27 (Turn 30 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 28 (Turn 31 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 29 (Turn 32 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.

Cathedral of Chaos
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

Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Nyctessa

Occult Library Card 1:
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.

Occult Library Card 2:
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.

Occult Library Card 3:
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.

Occult Library Card 4:
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.

Occult Library Card 5:
Spite Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
22

Powers
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

Occult Library Card 6:
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.

Occult Library Card 7:
Glibness
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 Charisma 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.

Occult Library Card 8:
Glibness
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 Charisma 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.

Occult Library Card 9:
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.

Occult Library Card 10:
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.

Occult Library Card 11:
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.

Occult Library Card 12:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:2 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
Located here: Amaryllis

Torture Chamber Card 1:
Demon Hunter
Ally B

Traits
Human
Ranger

Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6

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

Torture Chamber Card 2:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber Card 3:
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.

Torture Chamber Card 4:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Torture Chamber Card 5:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Torture Chamber Card 6:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

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

Torture Chamber Card 7:
Ghoul Hide
Armor 1

Traits
Light Armor
Magic
Corrupted
Elite

Check
Constitution
Fortitude
Craft
7

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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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.

Torture Chamber Card 8:
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.

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:6 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
Drake Rider
Monster 3

Traits
Outsider
Demon
Fighter
AND
Dragon

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

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

Abattior Card 2:
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.

Abattior Card 3:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Abattior Card 4:
Hand Crossbow
Weapon C

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.

Abattior Card 5:
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 6:
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 7:
Lost Soul
Monster 3

Traits
Undead

Check
Combat
19

Powers
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Abattior 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.

Abattior Card 9:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

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

Abattior Card 10:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

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

Abattior Card 11:
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.

Abattior Card 12:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:5 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Ramexes

Sanctum Card 1:
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.

Sanctum Card 2:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Sanctum Card 3:
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.

Sanctum Card 4:
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.

Sanctum Card 5:
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.

Sanctum Card 6:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

Sanctum Card 7:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum Card 8:
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.

Sanctum Card 9:
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.

Sanctum Card 10:
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.

Sanctum Card 11:
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.

Sanctum Card 12:
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.

Dark Archive

Deck Handler

Off Turn. Recharge BoTAD.

Nyctessa wrote:

Hand: Shadow Barbs, Life Drain, Blessing of Baphomet, Bracers of Protection, Animated Skeleton, Black Spot,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Black Spot subtracts 4 from check to defeat a monster. BoBaph adds 2 dice to a check on your first exploration.
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 [X] 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 starts his turn with sneak look at the abattoir he misdirects the drake rider to the cathefral of chaos

He explores the sanctum and finds a demonic fly

the fly underestimates the reach of Soulshear

combat 14: 1d8 + 9 + 1d10 + 4 ⇒ (3) + 9 + (6) + 4 = 22
He uses his foresight to see what lies ahead is a wrecker demon

Ramexes wrote:

Hand: BoAbadar, Soulshear, Eloquence, Benevolent buckler, Find traps, Disrupting rapier +1,

Displayed:
Deck: 11 Discard: 0 Buried: 0
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 ( [X3 ] 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.

Find traps and blessing of Abadar available for defeating barriers Eloquence add 3 to charisma checks and is available as well

Please use the scenario rule to move as monsters as possible from the abbatoir as all checks to defeat banes there increase by 4

Dark Archive

Deck Handler

Examine and Explore Card 1: Giant Maggot Swarm

Spoiler:

Monster B
Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encounters 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 Swarm still counts as defeated.


Discard Bracers to Acid Damage.
Life Drain.
Combat 6: 1d10 + 4 + 3 + 2 + 2d4 ⇒ (5) + 4 + 3 + 2 + (3, 3) = 20 Defeated/Acquired.
Arcane 9: 1d10 + 4 + 3 + 2 ⇒ (1) + 4 + 3 + 2 = 10 Recharged.
Bracers of Protection shuffled into deck.

Discard Animated Skeleton to Explore Card 2: Giant Fly

Spoiler:

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.


Recharge Shadow Barbs. Banish Maggot Swarm.
Combat 9: 1d10 + 4 + 3 + 2 + 1d10 + 1d4 ⇒ (1) + 4 + 3 + 2 + (1) + (3) = 14 Defeated/Not-Acquired.
New Location: 1d3 ⇒ 2 Giant Fly shuffled into Abattoir.

Nyctessa throws open the doors to the massive library and is met with the smell of mouldering texts...and possibly corpses. She begins searching the countless shelves alongside her skeletal servant but moments later they are both attacked by vermin.

A swarm of maggots begins pouring out of her shelf but she quickly mutters an incantation that absorbs the life force from their swollen guts. Now under her control in undeath she sends them at the giant fly assaulting her minion...but the second enemy escapes as her minions fall to dust and bone.

"Troublesome curs. Next I will find a demonic moth eating the very texts I am searching for..." she hisses.

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Blessing of Nethys, Cleric of Nethys, Blessing of Baphomet, Thieves' Tools, Life Drain, Ice and Fire, Black Spot,

Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes: Black Spot subtracts 4 from check to defeat a monster. BoBaph 1 die/2 die during first exploration.
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 [X] 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

oops should have discarded eloquence on my turn due to acid damage

New hand is

Ramexes wrote:

Hand: BoAbadar, Soulshear, BotGods 1, Benevolent buckler, Find traps, Disrupting rapier +1,

Displayed:
Deck: 10 Discard: 1 Buried: 0
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 ( [X3 ] 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.

Also please remember

During This Scenario:
<snip>
Ar start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.

Can we please use this power to explore the abattoir for free moving all the monsters that have a plus 4 modifier on their check to defeat when at the abattoir to the cathedral and move boons to the location of someone who can grab them most easily


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Shuffled Abattoir: 1d13 ⇒ 9
Examining Abattoir 9: Vampire Spawn. Vampire Spawn is placed on top of Cathedral of Chaos
Amaryllis saw a bat flying from the abattoir to the cathedral. "It must be a vampire!"

Exploring Torture Chamber 1: Demon Hunter

Demon Hunter:
Ally B

Traits
Human
Ranger

Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6

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


CHA 6: 1d12 + 9 ⇒ (11) + 9 = 20
Demon Hunter is acquired
A ranger burst into the torture chamber. "Die evildoer!" shouted the human, who drew a jagged sword, but paused. "You're not an demon." Amaryllis shook her head vigorously. "Oh, no! I'm a halfling. I'm actually a hero!"

Discarding Demon Hunter to explore Torture Chamber 2: Undarin Patrol

Undarin Patrol:
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.


Discarding Blessing of the Gods
DEX 12: 2d8 + 2 + 1d6 ⇒ (4, 6) + 2 + (5) = 17
Undarin Patrol is banished. Examining Occult Library 3, 4, 5
Occult Library Card 3 - 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.


Occult Library Card 4 - 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.


Occult Library Card 5 - Spite Demon:
Monster 3

Traits
Outsider
Demon

Check
Combat
22

Powers
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.


The ranger nodded. "There's a patrol that leaves in 5 minutes. As soon as they're gone, we dismantle this foul place." Amaryllis agreed. The pair dodged from hiding spot to hide spot, evading the guards. The sorcerer overheard the demons talking about the library: "The Spiteful One will stop anyone from seeking the pure water under the lizard."
Amaryllis didn't understand what they meant. "Maybe Nyctessa will know what that's about?"

Discarding Crown of Charisma to close Torture Chamber. All characters are dealt 1 Mental damage that may not be reduced. Discarding Frostbite. Torture Chamber is closed.
When the guards left, Amaryllis cleansed the Torture Chamber, sending a cold wind through to avenge the pain of the fiery souls who had suffered here.

Ending turn. Resetting hand
Arcane 7: 1d12 + 9 ⇒ (1) + 9 = 10
Frostbite is recharged

At the start of Uliah's turn, recharging Surgeon to cure Blessing of the Gods
Glissa comforted Amaryllis. "I know it's hard seeing places like that. But you're doing such a good job. Drink this, you'll feel better." And she did!

Amaryllis wrote:

Hand: Surgeon, Boots of Elvenkind, Blessing of Iomedae 1, Force Missile, Apprentice, Incanter, Blessing of Iomedae 2,

Displayed:
Deck: 10 8 Discard: 2 3 Buried: 1
Notes:
Ask before using: 2 Blessings of Iomedae (+1 die/+2 dice if noncombat CHA)
Can use without asking: Blessing if would recharge; Blessing for henchman
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 ([X] 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 building location decks, put 2 random monsters on top of each location deck.
• When you create the blessings deck, split it into 3 stacks of 10 cards. Put Hosilla (proxy for Yavalliska) on top of the first stack, then put the second stack on top of the first stack. Put Faxon (proxy for Kasiya) on top of this stack, then put the third stack on top of the rest.
• When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.
• At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.
• To win this scenario, close all locations.
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.

Displayed Next to scenario:

Glimmer of Hope:
[b]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 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:
Pitborn Scoundrel
Monster B

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

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

Monster 3
Spoiler:
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:
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 5
Spoiler:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Random Barriers:
Barrier 1
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 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:
Temptation of Favor
Barrier 3

Traits
Temptation

Check
None
0

Powers
Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated.
After you act, banish the barrier.

Barrier 4
Spoiler:
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.

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:
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:
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.

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:
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.

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:
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.

Spell 3
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 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:
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:
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 2
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 3
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 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:
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.

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:
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 3
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 4
Spoiler:
Potion of Striding
Item B

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 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:
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:
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:
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 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 2
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 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: 6 Uliah/Akaitora

Top of Blessing Discard Pile: Blessing of Abraxas

Top Blessing:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

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


Blessings Remaining: 26
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Ramexes)
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 8 Nyctessa)
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.

Blessings Deck Card 3 (Turn 9 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 10 Uliah)
Spoiler:
Kasiya
Villain Monster 3

Traits
Mythic
Undead
Vampire

Check
Combat
27
OR
Knowledge
Divine
Diplomacy
20

Powers
Kasiya is immune to the Mental and Poison traits.
Before you act, each other character summons and encounters the henchman Vescavor Swarm.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury your discard pile.

Blessings Deck Card 5 (Turn 11 Ramexes)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 12 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 13 Amaryllis)
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.

Blessings Deck Card 8 (Turn 14 Uliah)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

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

Blessings Deck Card 9 (Turn 15 Ramexes)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 10 (Turn 16 Nyctessa)
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 11 (Turn 17 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 12 (Turn 18 Uliah)
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 13 (Turn 19 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 20 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 21 Amaryllis)
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.

Blessings Deck Card 16 (Turn 22 Uliah)
Spoiler:
Yavalliska
Villain Monster 3

Traits
Mythic
Outsider
Demon

Check
Combat
24
THEN
Combat
28

Powers
Yavalliska is immune to the Electricity, Fire, and Poison traits.
Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

Blessings Deck Card 17 (Turn 23 Ramexes)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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

Blessings Deck Card 18 (Turn 24 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 25 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 20 (Turn 26 Uliah)
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 21 (Turn 27 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 22 (Turn 28 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 23 (Turn 29 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 24 (Turn 30 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 25 (Turn 31 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 26 (Turn 32 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.

Cathedral of Chaos
At This Location:
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Uliah

Cathedral of Chaos Card 1 - Vampire Spawn:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

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

Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:3 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Nyctessa

Occult Library Card 1 - Frilled Lizard:
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.

Occult Library Card 2 - Pure Holy Water:
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.

Occult Library Card 3 - Spite Demon:
Spite Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
22

Powers
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

Occult Library Card 4:
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.

Occult Library Card 5:
Glibness
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 Charisma 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.

Occult Library Card 6:
Glibness
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 Charisma 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.

Occult Library Card 7:
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.

Occult Library Card 8:
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.

Occult Library Card 9:
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.

Occult Library Card 10:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
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: Amaryllis

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:7 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
Lost Soul
Monster 3

Traits
Undead

Check
Combat
19

Powers
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Abattior Card 2:
Drake Rider
Monster 3

Traits
Outsider
Demon
Fighter
AND
Dragon

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

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

Abattior Card 3:
Hand Crossbow
Weapon C

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.

Abattior Card 4:
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 5:
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.

Abattior Card 6:
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.

Abattior Card 7:
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 8:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

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

Abattior Card 9:
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.

Abattior Card 10:
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.

Abattior Card 11:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Abattior Card 12:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:5 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Ramexes

Sanctum Card 1:
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.

Sanctum Card 2:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Sanctum Card 3:
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.

Sanctum Card 4:
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.

Sanctum Card 5:
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.

Sanctum Card 6:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

Sanctum Card 7:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum Card 8:
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.

Sanctum Card 9:
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.

Sanctum Card 10:
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.

Sanctum Card 11:
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.

Sanctum Card 12:
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.

All characters need to take 1 mental damage that cannot be reduced from the Torture Chamber close


Remember kill a monster examine next 3 cards deck handler

Ramexes discards benevolent buckler

"

Ramexes wrote:

Hand: BoAbadar, Soulshear, BotGods 1,

, Find traps, Disrupting rapier +1, "
Displayed:
Deck: 10 Discard: 2 Buried: 0
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 ( [X3 ] 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.


Uliah's Deck Handler

Uliah will begin his turn by examining the top card of the Abattior. Another monster: Lost Soul! It gets moved to the Cathedral of Chaos.

I am going to go help Ramexes with the Sanctum. I will bury my Retriever to move in there. Then I will explore: It's a demonic fly.

Combat Melee DC 13: 3d6 + 9 ⇒ (5, 5, 6) + 9 = 25

Ramexes and me need to take 1 Acid Damage. I am going to discard the Corroded Helm, as all my other cards are very important. I will end my turn here.

After resetting my hand and drawing Cure, I will cast it on myself. It auto-recharges by revealing my Bound Lantern Archon.

Cure: 1d4 + 1 ⇒ (4) + 1 = 5

Uliah wrote:

Hand: Dragonbane Greatsword + 2, Acidic Greatsword+1, Bound Lantern Archon, Wand of Flying, Blessing of Deskari,

Displayed:
Deck: 13 Discard: 0 Buried: 1
Notes:
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 ( [x] 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 building location decks, put 2 random monsters on top of each location deck.
• When you create the blessings deck, split it into 3 stacks of 10 cards. Put Hosilla (proxy for Yavalliska) on top of the first stack, then put the second stack on top of the first stack. Put Faxon (proxy for Kasiya) on top of this stack, then put the third stack on top of the rest.
• When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.
• At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.
• To win this scenario, close all locations.
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.

Displayed Next to scenario:

Glimmer of Hope:
[b]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 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:
Pitborn Scoundrel
Monster B

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

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

Monster 3
Spoiler:
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:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

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:
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 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 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 5
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.

Random Weapons:
Weapon 1
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.

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:
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:
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 5
Spoiler:
Composite Bow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die. 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.

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:
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:
Mirror Image
Spell B

Traits
Magic
Arcane

Check
Intelligence
Arcane
6

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

Spell 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:
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.

Random Armors:
Armor 1
Spoiler:
Scale Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
4

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

Armor 2
Spoiler:
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:
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:
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:
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:
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 4
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 5
Spoiler:
Portable Altar
Item B

Traits
Object
Divine
Elite

Check
Wisdom
Divine
7

Powers
Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.

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:
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 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:
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.

Ally 5
Spoiler:
Wolf
Ally 2

Traits
Animal

Check
Wisdom
Survival
8

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

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

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of 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 3
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 4
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 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: 7 Ramexes/Merisial

Top of Blessing Discard Pile: Blessing of Shelyn

Top Blessing:
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 Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 8 Nyctessa)
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.

Blessings Deck Card 2 (Turn 9 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 3 (Turn 10 Uliah)
Spoiler:
Kasiya
Villain Monster 3

Traits
Mythic
Undead
Vampire

Check
Combat
27
OR
Knowledge
Divine
Diplomacy
20

Powers
Kasiya is immune to the Mental and Poison traits.
Before you act, each other character summons and encounters the henchman Vescavor Swarm.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury your discard pile.

Blessings Deck Card 4 (Turn 11 Ramexes)
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 12 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 6 (Turn 13 Amaryllis)
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.

Blessings Deck Card 7 (Turn 14 Uliah)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

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

Blessings Deck Card 8 (Turn 15 Ramexes)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 9 (Turn 16 Nyctessa)
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 17 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 11 (Turn 18 Uliah)
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 12 (Turn 19 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 20 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 21 Amaryllis)
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.

Blessings Deck Card 15 (Turn 22 Uliah)
Spoiler:
Yavalliska
Villain Monster 3

Traits
Mythic
Outsider
Demon

Check
Combat
24
THEN
Combat
28

Powers
Yavalliska is immune to the Electricity, Fire, and Poison traits.
Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

Blessings Deck Card 16 (Turn 23 Ramexes)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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

Blessings Deck Card 17 (Turn 24 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 25 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 19 (Turn 26 Uliah)
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 20 (Turn 27 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 21 (Turn 28 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 29 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 23 (Turn 30 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 24 (Turn 31 Ramexes)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 25 (Turn 32 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.

Cathedral of Chaos
At This Location:
When Closing:
When Permanently Closed:
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cathedral of Chaos Card 1 - Lost Soul:
Lost Soul
Monster 3

Traits
Undead

Check
Combat
19

Powers
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Cathedral of Chaos Card 2 - Vampire Spawn:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

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

Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:3 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Nyctessa

Occult Library Card 1 - Frilled Lizard:
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.

Occult Library Card 2 - Pure Holy Water:
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.

Occult Library Card 3 - Spite Demon:
Spite Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
22

Powers
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

Occult Library Card 4:
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.

Occult Library Card 5:
Glibness
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 Charisma 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.

Occult Library Card 6:
Glibness
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 Charisma 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.

Occult Library Card 7:
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.

Occult Library Card 8:
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.

Occult Library Card 9:
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.

Occult Library Card 10:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
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: Amaryllis

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:7 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
Drake Rider
Monster 3

Traits
Outsider
Demon
Fighter
AND
Dragon

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

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

Abattior Card 2:
Hand Crossbow
Weapon C

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.

Abattior Card 3:
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 4:
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.

Abattior Card 5:
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.

Abattior Card 6:
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 7:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

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

Abattior Card 8:
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.

Abattior Card 9:
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.

Abattior Card 10:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Abattior Card 11:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:4 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Ramexes, Uliah

Sanctum Card 1:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Sanctum Card 2:
Berbalang
Monster 2

Traits
Undead
Incorporeal

Check
Combat
18

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

Sanctum Card 3:
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.

Sanctum Card 4:
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.

Sanctum Card 5:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

Sanctum Card 6:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum Card 7:
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.

Sanctum Card 8:
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.

Sanctum Card 9:
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.

Sanctum Card 10:
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.

Sanctum Card 11:
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.


Remember kill a monster examine next 3 cards deck handler

Apparently my last turn got missed off the update. A drake rider (currently showing as the top card of the Abbattoir got moved to the chaos cathedrl that had just been closed and the top card that Ulliah encountered at the sanctum should have been the wreaker demon which his is a slightly higher check to defeat (14 vs 13)

So Ramexes examines the top card of the abbatoir its a hand crossbow (as the current top card is the drake rider which I moved last turn)

Moved to torture chamber

Ramexes explores the sanctum and finds a berbalang (reveal disrupting rapier expend mythic charge recharge Botg to add Fire)

combat 18: 1d20 + 9 + 2d4 + 1 + 2d8 ⇒ (18) + 9 + (2, 2) + 1 + (4, 7) = 43

As the ghostly form is skewered by holy energy ramexes spots a sawtootg saber ahead

Ulliah gains a mythic charge

Ramexes wrote:

Hand: BoAbadar, Soulshear, Druid of the Flame, imp, Find traps, Disrupting rapier +1,

Displayed:
Deck: 9 Discard: 2 Buried: 0
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 ( [X3 ] 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 building location decks, put 2 random monsters on top of each location deck.
• When you create the blessings deck, split it into 3 stacks of 10 cards. Put Hosilla (proxy for Yavalliska) on top of the first stack, then put the second stack on top of the first stack. Put Faxon (proxy for Kasiya) on top of this stack, then put the third stack on top of the rest.
• When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.
• At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.
• To win this scenario, close all locations.
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.

Displayed Next to scenario:

Glimmer of Hope:
[b]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 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:
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 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:
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:
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 3
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 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:
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.

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:
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.

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:
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:
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 2
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 3
Spoiler:
Sagacity
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 4
Spoiler:
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:
Create Pit
Spell B

Traits
Magic
Arcane
Trap
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

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:
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 3
Spoiler:
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.

Armor 4
Spoiler:
Magic Scale Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
5

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

Armor 5
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.

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:
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.

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:
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.

Random Allies:
Ally 1
Spoiler:
Recruit
Ally C

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 2
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 3
Spoiler:
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.

Ally 4
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 5
Spoiler:
Minotaur Mercenary
Ally 2

Traits
Minotaur
Hireling
Elite

Check
Banish a
weapon
0

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of 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 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 3
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 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: 8 Nyctessa/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Abadar

Top Blessing:
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.


Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 9 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 10 Uliah)
Spoiler:
Kasiya
Villain Monster 3

Traits
Mythic
Undead
Vampire

Check
Combat
27
OR
Knowledge
Divine
Diplomacy
20

Powers
Kasiya is immune to the Mental and Poison traits.
Before you act, each other character summons and encounters the henchman Vescavor Swarm.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury your discard pile.

Blessings Deck Card 3 (Turn 11 Ramexes)
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 12 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 13 Amaryllis)
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.

Blessings Deck Card 6 (Turn 14 Uliah)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

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

Blessings Deck Card 7 (Turn 15 Ramexes)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 8 (Turn 16 Nyctessa)
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 17 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 10 (Turn 18 Uliah)
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 11 (Turn 19 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 20 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 21 Amaryllis)
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.

Blessings Deck Card 14 (Turn 22 Uliah)
Spoiler:
Yavalliska
Villain Monster 3

Traits
Mythic
Outsider
Demon

Check
Combat
24
THEN
Combat
28

Powers
Yavalliska is immune to the Electricity, Fire, and Poison traits.
Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

Blessings Deck Card 15 (Turn 23 Ramexes)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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

Blessings Deck Card 16 (Turn 24 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 25 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 18 (Turn 26 Uliah)
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 19 (Turn 27 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 20 (Turn 28 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 29 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 22 (Turn 30 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 31 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 32 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.

Cathedral of Chaos
At This Location:
When Closing:
When Permanently Closed:
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cathedral of Chaos Card 1 - Drake Rider:
Drake Rider
Monster 3

Traits
Outsider
Demon
Fighter
AND
Dragon

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

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

Cathedral of Chaos Card 2 - Vampire Spawn:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

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

Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:3 Ba:1 W:1 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Nyctessa

Occult Library Card 1 - Frilled Lizard:
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.

Occult Library Card 2 - Pure Holy Water:
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.

Occult Library Card 3 - Spite Demon:
Spite Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
22

Powers
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

Occult Library Card 4:
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.

Occult Library Card 5:
Glibness
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 Charisma 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.

Occult Library Card 6:
Glibness
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 Charisma 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.

Occult Library Card 7:
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.

Occult Library Card 8:
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.

Occult Library Card 9:
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.

Occult Library Card 10:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis

Torture Chamber Card 1 - Hand Crossbow:
Hand Crossbow
Weapon C

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.

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:7 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Abattior Card 1:
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 2:
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.

Abattior Card 3:
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.

Abattior Card 4:
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 5:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

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

Abattior Card 6:
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.

Abattior Card 7:
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.

Abattior Card 8:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Abattior Card 9:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:2 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Ramexes, Uliah

Sanctum Card 1 - Sawtooth Sabre +2:
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.

Sanctum Card 2:
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.

Sanctum Card 3:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

Sanctum Card 4:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum Card 5:
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.

Sanctum Card 6:
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.

Sanctum Card 7:
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.

Sanctum 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.

Sanctum 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.

Dark Archive

Deck Handler

Examine Abattoir Card 1: Ghoul and move to Cathedral of Chaos.

Explore Occult Library Card 1: Frilled Lizard.
Wisdom 7: 1d8 + 1 ⇒ (8) + 1 = 9 Acquired!

Discard Frilled Lizard to Explore Card 2: Pure Holy Water.
Discard Blessing of Baphomet.
Wisdom 12: 1d8 + 1 + 1d8 ⇒ (5) + 1 + (2) = 8 Banished.

Discard Cleric of Nethys. Examine top 2 cards then rearrange then Explore Card 3: Mist Horn
Arcane 9: 1d10 + 4 + 3 + 2 ⇒ (1) + 4 + 3 + 2 = 10 Acquired!

Discard Blessing of Nethys. Examine top 2 cards then rearrange then Explore Card 4: Glibness.
Auto-Acquire.

Feel free to examine and move the monster on top of here next turn.

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Glibness, Mist Horn, Hungry Ghost Monk, Thieves' Tools, Life Drain, Ice and Fire, Black Spot,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Black Spot subtracts 4 from check to defeat a monster. Mist Horn to reduce damage by 3 at a 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 [X] 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

Examining Abattoir 2: Giant Fly. Moving Giant Fly on top of Cathedral of Chaos
Moving to Abattoir
Amaryllis went to enter the abattoir, using prestidigitation to open a window. But before she could leap inside, a fly went buzzing out towards the cathedral!

Exploring Abattoir 3: Rallying Cry

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.


Everyone must attempt to acquire a random Diplomacy Ally
(Amaryllis) Random Ally 1 - Recruit:
Ally C

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.


(Uliah) Random Ally 2 - 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.


(Ramexes) Random Ally 3 - 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

Spoiler:
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.


(Nyctessa) Random Ally 4 - 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.


CHA 3: 1d12 + 7 ⇒ (7) + 7 = 14
I'll assume that everyone else should make their check to acquire, with mythic CHA. Rallying Cry is banished. Recruit is acquired

Discarding Recruit to explore Abattoir 4: Mace

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.


STR 4: 1d6 + 3 ⇒ (1) + 3 = 4
Mace is acquired

Discarding Incanter to explore Abattoir 5: Temptation of Lucre

Temptation of Lucre:
Barrier B

Traits
Temptation

Check
None
0

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


Drawing Random non-Basic Items 2, 5
Random Item 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.


Random Item 5 - 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.

(Pausing for a third non-Basic Item)

Amaryllis wrote:

Hand: Mace, Boots of Elvenkind, Blessing of Iomedae 1, Force Missile, Apprentice, Blessing of Iomedae 2,

Displayed:
Deck: 10 Discard: 4 Buried: 1
Notes:
Ask before using: 2 Blessings of Iomedae (+1 die/+2 dice if noncombat CHA)
Can use without asking: Blessing if would recharge; Blessing for henchman
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 ([X] 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

Random Item:
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.


Uliah's Deck Handler

Uliah auto-acquires Researcher with his 1d8+7


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Amaryllis stood on the threshold of the intimidating abattoir, hesitating. But she thought, "If I'm nervous, everyone must be. Time for a rousing speech! She addressed some of the nervous troops. "This hostile land is scary. But we're heroes! We've made it this far, and those scouts still haven't found us. We can fight for our freedom!"
It wasn't much of a speech, but the halfling's words rallied nonetheless. A young lad approached her, with only a mace. "I want to fight evil with you!"

Ellabella was concerned about their safety. "You know, we've found lots of treasure. Like these books. Maybe we should retreat, study more, and come back when we're stronger?

(Resuming turn)
Banishing temptations. Banishing Temptation of Lucre
Amaryllis thought about it. What if there were something powerful in the books? But books were more of Nyctessa's thing. Amaryllis never really was much of a reader. She shook her head. "No. I think we have to do it the hard way. That's what heroes always do!"

Discarding Blessing of Iomedae to explore Abattoir 6: 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 Force Missile, recharging Apprentice
Combat 15+4=19: 1d12 + 9 + 2d4 + 1d6 ⇒ (2) + 9 + (2, 1) + (6) = 20
Salamander is banished. Drawing Random Armor 1: Helm
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.


Arcane 6: 1d12 + 9 ⇒ (1) + 9 = 10
Force Missile is recharged
"You should have taken the booksssss..." hissed a salamander from within the abattoir. "This place will be your death!" The fiery monster reared back to fling a trident- but just then Blaine cast a hold spell! And that was all the opening Amaryllis needed. She cast several magic missiles at the paralyzed salamander. The slain monster's helm flew off, landing intact at the halfling's feet.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Mace, Boots of Elvenkind, Blessing of Iomedae 1, Helm, Frostbite, Lightning Touch, Radovan Virholt,

Displayed:
Deck: 9 Discard: 5 Buried: 1
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice if noncombat CHA)
Can use without asking: Blessing if would recharge; Blessing for henchman; Radovan Virholt (+1d6 to Disable, Ranged, Stealth at my location/reduce Combat by 2/reduce Fire or Poison to 0)
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 ([X] 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 building location decks, put 2 random monsters on top of each location deck.
• When you create the blessings deck, split it into 3 stacks of 10 cards. Put Hosilla (proxy for Yavalliska) on top of the first stack, then put the second stack on top of the first stack. Put Faxon (proxy for Kasiya) on top of this stack, then put the third stack on top of the rest.
• When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.
• At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.
• To win this scenario, close all locations.
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.

Displayed Next to scenario:

Glimmer of Hope:
[b]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 Monsters:
Monster 1
Spoiler:
Lost Soul
Monster 3

Traits
Undead

Check
Combat
19

Powers
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Monster 2
Spoiler:
Dominion Scientist
Monster 3

Traits
Aberration
Sorcerer

Check
Combat
21
OR
Knowledge
15

Powers
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

Monster 3
Spoiler:
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.

Monster 4
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 5
Spoiler:
Blasphemous Priest
Monster B

Traits
Undead
Cleric
Elite

Check
Combat
10

Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Random Barriers:
Barrier 1
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 2
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 3
Spoiler:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

Powers
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

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:
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.

Random Weapons:
Weapon 1
Spoiler:
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.

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:
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:
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 5
Spoiler:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Random Spells:
Spell 1
Spoiler:
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:
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 3
Spoiler:
Lightning Touch
Spell C

Traits
Magic
Arcane
Attack
Electricity
Basic

Check
Intelligence
Arcane
4

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

Spell 4
Spoiler:
Lightning Touch
Spell B

Traits
Magic
Arcane
Attack
Electricity
Basic

Check
Intelligence
Arcane
4

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

Spell 5
Spoiler:
Frigid Blast
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
4
OR
Wisdom
Divine
6

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, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Helm of the Valkyrie
Armor 1

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
6

Powers
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
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.

Armor 3
Spoiler:
Gossamer Shrouds
Armor 2

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
7

Powers
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 4
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 5
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.

Random Items:
Item 1
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 2
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 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:
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:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

Powers
Recharge this card to add 1 die to your check to close a location.
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:
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 4
Spoiler:
Blackwing Librarian
Ally C

Traits
Human
Wizard
Basic

Check
Intelligence
Knowledge
6
OR
Diplomacy
8

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

Ally 5
Spoiler:
Demon Hunter
Ally B

Traits
Human
Ranger

Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6

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

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 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 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: 10 Uliah/Akaitora

Top of Blessing Discard Pile: Kasiya

Top Blessing:
Kasiya
Villain Monster 3

Traits
Mythic
Undead
Vampire

Check
Combat
27
OR
Knowledge
Divine
Diplomacy
20

Powers
Kasiya is immune to the Mental and Poison traits.
Before you act, each other character summons and encounters the henchman Vescavor Swarm.
While you act, before any character plays a card, that character discards a card.
If undefeated, bury your discard pile.


Blessings Remaining: 22
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Ramexes)
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 2 (Turn 12 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 13 Amaryllis)
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.

Blessings Deck Card 4 (Turn 14 Uliah)
Spoiler:
Blessing of the Starsong
Blessing 3

Traits
Divine
Desna

Check
Charisma
7
OR
Divine
9

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

Blessings Deck Card 5 (Turn 15 Ramexes)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 6 (Turn 16 Nyctessa)
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 7 (Turn 17 Amaryllis)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 8 (Turn 18 Uliah)
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 9 (Turn 19 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 20 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 21 Amaryllis)
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.

Blessings Deck Card 12 (Turn 22 Uliah)
Spoiler:
Yavalliska
Villain Monster 3

Traits
Mythic
Outsider
Demon

Check
Combat
24
THEN
Combat
28

Powers
Yavalliska is immune to the Electricity, Fire, and Poison traits.
Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

Blessings Deck Card 13 (Turn 23 Ramexes)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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

Blessings Deck Card 14 (Turn 24 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 25 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 16 (Turn 26 Uliah)
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 27 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 18 (Turn 28 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 29 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 20 (Turn 30 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 31 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 32 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.

Cathedral of Chaos
At This Location:
When Closing:
When Permanently Closed:
M:4 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cathedral of Chaos Card 1 - Giant Fly:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

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

Cathedral of Chaos Card 2 - Ghoul:
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.

Cathedral of Chaos Card 3 - Drake Rider:
Drake Rider
Monster 3

Traits
Outsider
Demon
Fighter
AND
Dragon

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

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

Cathedral of Chaos Card 4 - Vampire Spawn:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

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

Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Nyctessa

Occult Library Card 1 - Spite Demon:
Spite Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
22

Powers
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

Occult Library Card 2:
Glibness
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 Charisma 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.

Occult Library Card 3:
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.

Occult Library Card 4:
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.

Occult Library Card 5:
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.

Occult Library Card 6:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Torture Chamber Card 1 - Hand Crossbow:
Hand Crossbow
Weapon C

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.

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:1 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Amaryllis

Abattior Card 1:
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.

Abattior Card 2:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Abattior Card 3:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:2 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Ramexes, Uliah

Sanctum Card 1 - Sawtooth Sabre +2:
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.

Sanctum Card 2:
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.

Sanctum Card 3:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

Sanctum Card 4:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum Card 5:
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.

Sanctum Card 6:
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.

Sanctum Card 7:
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.

Sanctum 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.

Sanctum 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.

Dark Archive

Deck Handler

Auto-Acquire Researcher.

Nyctessa wrote:

Hand: Glibness, Mist Horn, Hungry Ghost Monk, Thieves' Tools, Life Drain, Ice and Fire, Black Spot, Researcher,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Black Spot subtracts 4 from check to defeat a monster. Mist Horn to reduce damage by 3 at a location. Glibness to increase Charisma checks +3.
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 [X] 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 auto acquires chill Sull and keeps him

Ramexes wrote:

Hand: BoAbadar, Soulshear, Druid of the Flame, imp, Find traps, Disrupting rapier +1, Chief Sull,

Displayed:
Deck: 9 Discard: 2 Buried: 0
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 ( [X3 ] 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:
Current Difficulty increase of all checks is: +2
• After building location decks, put 2 random monsters on top of each location deck.
• When you create the blessings deck, split it into 3 stacks of 10 cards. Put Hosilla (proxy for Yavalliska) on top of the first stack, then put the second stack on top of the first stack. Put Faxon (proxy for Kasiya) on top of this stack, then put the third stack on top of the rest.
• When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.
• At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.
• To win this scenario, close all locations.
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.

Displayed Next to scenario:

Glimmer of Hope:
[b]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 Monsters:
Monster 1
Spoiler:
Lost Soul
Monster 3

Traits
Undead

Check
Combat
19

Powers
The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.

Monster 2
Spoiler:
Dominion Scientist
Monster 3

Traits
Aberration
Sorcerer

Check
Combat
21
OR
Knowledge
15

Powers
Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

Monster 3
Spoiler:
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.

Monster 4
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 5
Spoiler:
Blasphemous Priest
Monster B

Traits
Undead
Cleric
Elite

Check
Combat
10

Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Random Barriers:
Barrier 1
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 2
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 3
Spoiler:
Sin Seeker
Barrier 1

Traits
Curse
Veteran

Check
None
0

Powers
The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

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:
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.

Random Weapons:
Weapon 1
Spoiler:
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.

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:
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:
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 5
Spoiler:
Quarterstaff of Vaulting
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite

Check
Strength
Melee
9
OR
Acrobatics
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Random Spells:
Spell 1
Spoiler:
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:
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 3
Spoiler:
Lightning Touch
Spell C

Traits
Magic
Arcane
Attack
Electricity
Basic

Check
Intelligence
Arcane
4

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

Spell 4
Spoiler:
Lightning Touch
Spell B

Traits
Magic
Arcane
Attack
Electricity
Basic

Check
Intelligence
Arcane
4

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

Spell 5
Spoiler:
Frigid Blast
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
4
OR
Wisdom
Divine
6

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, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Helm of the Valkyrie
Armor 1

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
6

Powers
At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
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.

Armor 3
Spoiler:
Gossamer Shrouds
Armor 2

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
7

Powers
If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 4
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 5
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.

Random Items:
Item 1
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 2
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 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:
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:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

Powers
Recharge this card to add 1 die to your check to close a location.
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:
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 4
Spoiler:
Blackwing Librarian
Ally C

Traits
Human
Wizard
Basic

Check
Intelligence
Knowledge
6
OR
Diplomacy
8

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

Ally 5
Spoiler:
Demon Hunter
Ally B

Traits
Human
Ranger

Check
Melee
Ranged
7
OR
Charisma
Diplomacy
6

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

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 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 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: 10 Uliah/Akaitora

Top of Blessing Discard Pile: Blessing of Sarenrae

Top Blessing:
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 Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 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 12 Nyctessa)
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.

Blessings Deck Card 3 (Turn 13 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 14 Uliah)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 5 (Turn 15 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 6 (Turn 16 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 7 (Turn 17 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 8 (Turn 18 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 19 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 20 Nyctessa)
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.

Blessings Deck Card 11 (Turn 21 Amaryllis)
Spoiler:
Yavalliska
Villain Monster 3

Traits
Mythic
Outsider
Demon

Check
Combat
24
THEN
Combat
28

Powers
Yavalliska is immune to the Electricity, Fire, and Poison traits.
Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

Blessings Deck Card 12 (Turn 22 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 23 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 24 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 25 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 16 (Turn 26 Uliah)
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 27 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 18 (Turn 28 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 29 Amaryllis)
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 20 (Turn 30 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 21 (Turn 31 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.

Cathedral of Chaos
At This Location:
When Closing:
When Permanently Closed:
M:4 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cathedral of Chaos Card 1 - Giant Fly:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

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

Cathedral of Chaos Card 2 - Ghoul:
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.

Cathedral of Chaos Card 3 - Drake Rider:
Drake Rider
Monster 3

Traits
Outsider
Demon
Fighter
AND
Dragon

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

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

Cathedral of Chaos Card 4 - Vampire Spawn:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

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

Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Nyctessa

Occult Library Card 1 - Spite Demon:
Spite Demon
Monster 3

Traits
Outsider
Demon

Check
Combat
22

Powers
The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

Occult Library Card 2:
Glibness
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 Charisma 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.

Occult Library Card 3:
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.

Occult Library Card 4:
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.

Occult Library Card 5:
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.

Occult Library Card 6:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Torture Chamber Card 1 - Hand Crossbow:
Hand Crossbow
Weapon C

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.

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:1 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Amaryllis

Abattior Card 1:
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.

Abattior Card 2:
Wreacker Demon
Monster 1

Traits
Outsider
Demon

Check
Combat
14

Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.

Abattior Card 3:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum
Traits: Abyssal
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:2 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Ramexes, Uliah

Sanctum Card 1 - Sawtooth Sabre +2:
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.

Sanctum Card 2:
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.

Sanctum Card 3:
Celestial Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

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

Sanctum Card 4:
Undarin Patrol
Henchman Barrier 3

Traits
Skirmish
Outsider
Demon

Check
Dexterity
Stealth
Perception
12
OR
Knowledge
14

Powers
If undefeated, summon and encounter the henchman Ivory Templar, then a random other character summons and encounters the henchman Shadow Demon. If both are defeated, you may banish this card.
If defeated, examine the top 3 cards of any location deck; you may discard a card to immediately attempt to close the location this henchman came from.

Sanctum Card 5:
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.

Sanctum Card 6:
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.

Sanctum Card 7:
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.

Sanctum 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.

Sanctum 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.


Uliah's Deck Handler

Alright, here we go again, this time with a notepad backup!.

First, I used the scenario's power to examine the top card of the occult library and send it to the Cathedral of Chaos. The demon party is getting lively at the cathedral by now.

Then, I explored and encountered the Sawtooth Sabre +2. Since Ramexes gave me an additional charge (bringing me up to 4) and I can reveal an ally for 1d4+1, my Melee skill of 1d6+1d4+9 is sufficient to auto-acquire the weapon. However, I wanted to return his charge to Ramexes, so I decided to overkill and Ramexes got his charge back

I then decided to use my researcher to explore Card 2: Unearthly Aim. The spell is, unfortunately, Arcane, and Uliah can't acquire it, so it is banished.

At this point, I decided to use my Bound Lantern Archon to look at the top 3 cards of my deck. They were Bound Elemental, Augury, and Black Dragonhide Breastplate. I chose to draw Augury and put Bound Elemental and Black Dragonhide Breastplate on top of my deck in that order.

Check to recharge Bound Lantern Archon Divine DC 10: 1d10 + 6 ⇒ (2) + 6 = 8

[ooc]Just like before, Bound Lantern Archon is buried. I then decided to cast Augury choosing Barriers. I examined Celestial Armor, Undarin Patrol and Mercenary. I put Undarin Patrol on top and the rest of the location deck was shuffled.

Finally, I chose to use Blessing of Deskari to explore and encounter the Undarin Patrol, using Ramexes' Find Traps and BoAbadar.

Dexterity DC 14: 5d6 ⇒ (1, 5, 3, 5, 6) = 20

With the barrier defeated, I decided to examine the top (and only) 3 cards of the abattoir, finding a Skirmishing Spear (Weapon 3), another Wrecker Demon and an Undarin Patrol. Now we know where the villain is.

Finally, I banished the Corroded Helm to close the sanctum and decided not to bury a card to move, ending my turn.

Uliah wrote:

Hand: Dragonbane Greatsword + 2, Divine Favor, Find Traps, Bound Elemental, Black Dragonhide Breastplate, Sawtooth Sabre +2,

Displayed:
Deck: 9 Discard: 3 Buried: 2
Notes: - Feel free to use Find Traps against any barrier
Mythic Charges: 4 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 []+3
STR Mythic bonus: +4
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: +4
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 ( [x] 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:
Current Difficulty increase of all checks is: +2
• After building location decks, put 2 random monsters on top of each location deck.
• When you create the blessings deck, split it into 3 stacks of 10 cards. Put Hosilla (proxy for Yavalliska) on top of the first stack, then put the second stack on top of the first stack. Put Faxon (proxy for Kasiya) on top of this stack, then put the third stack on top of the rest.
• When you discard a villain from the blessings deck, display it next to the scenario and advance the blessings deck. The difficulty of all checks is increased by twice the number of displayed villains.
• At the start of your turn, you may examine the top card of any location deck; if it is not a barrier, you may put it on top of any location deck.
• To win this scenario, close all locations.
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.

Displayed Next to scenario:

Glimmer of Hope:
[b]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 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:
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 5
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Random Barriers:
Barrier 1
Spoiler:
Corrupted Crusaders
Barrier B

Traits
Cache
Skirmish
Basic

Check
None
0

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

Barrier 2
Spoiler:
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 3
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 4
Spoiler:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

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

Barrier 5
Spoiler:
Telekinesis Trap
Barrier 2

Traits
Trap
Arcane
Magic
Elite

Check
Arcane
Divine
12
OR
Constitution
Disable
9

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

Random Weapons:
Weapon 1
Spoiler:
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:
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:
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:
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 2
Spoiler:
Lightning Touch
Spell B

Traits
Magic
Arcane
Attack
Electricity
Basic

Check
Intelligence
Arcane
4

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

Spell 3
Spoiler:
Viper Strike
Spell C

Traits
Magic
Arcane
Divine
Attack
Poison
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

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

Spell 4
Spoiler:
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:
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.

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:
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:
Commander's Field Plate
Armor 2

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
Charisma
8

Powers
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Armor of the Pious
Armor 2

Traits
Heavy Armor
Magic
Healing

Check
Constitution
Fortitude
8

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

Armor 5
Spoiler:
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.

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

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:
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:
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 5
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.

Random Allies:
Ally 1
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 2
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 3
Spoiler:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

Powers
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.

Ally 4
Spoiler:
Blackwing Librarian
Ally B

Traits
Human
Wizard
Basic

Check
Intelligence
Knowledge
6
OR
Diplomacy
8

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

Ally 5
Spoiler:
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.

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 Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Ascension
Blessing 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 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 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: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 12 Nyctessa)
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.

Blessings Deck Card 2 (Turn 13 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 14 Uliah)
Spoiler:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

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

Blessings Deck Card 4 (Turn 15 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 5 (Turn 16 Nyctessa)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 6 (Turn 17 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 7 (Turn 18 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 19 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 20 Nyctessa)
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.

Blessings Deck Card 10 (Turn 21 Amaryllis)
Spoiler:
Yavalliska
Villain Monster 3

Traits
Mythic
Outsider
Demon

Check
Combat
24
THEN
Combat
28

Powers
Yavalliska is immune to the Electricity, Fire, and Poison traits.
Before you act, each character buries an ally or a blessing, then a character at your location summons and encounters the henchman Blood Demon.
If undefeated, bury an ally, or if you have no allies, bury your hand; Yavalliska deals no damage.

Blessings Deck Card 11 (Turn 22 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 12 (Turn 23 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 24 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 14 (Turn 25 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 15 (Turn 26 Uliah)
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 16 (Turn 27 Ramexes)
Spoiler: