[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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Uliah's Deck Handler

Uliah takes a moment to renew his trusty mount's energy.

Uliah recharges Divine Favor to use his power at the end of his move step, targetting himself to recharge Camel from his discard pile.

Uliah continues continues deeper into the caverns. Up ahead he hears movement and what seem like muffled cries for help. He rushes forward to find a man tied to a rock and gagged. He releases him. The man tells Uliah he is a Caravan Guard that was captured by some shady individuals. Uliah tries to convince him to help.

"What's in it for me?" the man says. Uliah offers his Tussah Silk Cloth in exchange for the man's service and information and he agrees to join him.

Uliah buries an armor to acquire the Caravan Guard

Uliah instructs the man to show him the way his captors went. He has a terrible sense of dread as he notices signs of Arboreal Blight. He has barely a moment to take this in when he is suddenly ambushed by a Fiendish Tree

Spoiler:

Fiendish Tree
Monster B

Traits
Plant
Demon
Veteran

Check
Combat
13

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.

Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

@Everyone, the DC of this encounter is 15 and each of us has to summon it, so we are all about to take some serious damage (yay WotR set). However, only my check counts for the purpose of defeating the barrier or not. The only thing worse than encountering this barrier is knowing you will have to encounter it twice. If I can get Black Spot and a blessing from Nyctessa, and another blessing from another one of you, i think I can make it.

Uliah wrote:

Hand: Mattock, Scimitar, Heavy Mace,

Displayed:
Deck: 12 Discard: 1 Buried: 1
Notes: I can cast Divine Favor on any combat check, so feel free to use it if you need it.

Skills and Powers:
SKILLS

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

Hand Size 5 []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 ( []+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.

Dark Archive

Deck Handler

Nyctessa feels the dark tidings shift as an Arboreal Blight overcomes the World Wound.

What fool released this evil. It was him...Uliah was it. He will be of more use alive.

Knowing he was in dire straights she begins to weave dark magic infused with the power of Deskari. To gain his true blessing she sends tendrils of fetid magic to corrupt the blessings in the area.

Discard Black Spot and Blessing of Deskari. Possibly Channel Corruption pending GM approval.

Black Spot reduces Uliah's check by 2. Blessing of Deskari adds 1d12 (or 2d12 with Channel Corruption) to his check.

Uliah notices a black spot appearing in the trunk of the tree which begins to fester and rot.

"Now he needs only stop this foul blight but my magic must remain strong for my own means." she says focusing the magic coursing through her trying to not let it escape.

Arcane 6 (Black Spot): 1d10 + 2 ⇒ (3) + 2 = 5 Discard
Arcane 6 (Channel Corruption): 1d10 + 2 ⇒ (7) + 2 = 9 Recharge

---

Feeling weakened after sending forth her magic to help Uliah defeat the blight she leans against the rubble of a destroyed building. Moments later a wayward demonic ent assaults her.

"NO! To pass up such a promising minion...another time." she screams as she has to flee. Knowing that there is a secret entrance to the Forasken Cloister nearby she tosses a Viper Strike back to slow the creature and pays the price of her remaining magic to enter the gate.

Discard Viper Strike to Evade to The Forsaken Cloister. Bury Brand of Hobbling for Location Effect.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah's turn)
Recharge Bracers of Protection to prevent pre-combat damage.
Suddenly Amaryllis heard the sounds of people running outside. The footsteps grew closer and closer, until the cloister doors flew open. The peasants were fleeing in terror into this place of sanctuary, shouting in a panic: "The trees, the trees, the trees are attacking!" With a sudden creaking, one of these fiendish trees burst into the cloister, sending shards of wood down. The peasant next to Amaryllis was impaled, but luckily Amaryllis's magic bracers shunted the branch aside and it missed the halfling.

Displaying Frostbite and Banishing Blast Stone for Fiendish Tree Combat DC 15: 1d12 + 1d6 + 1d4 + 2 ⇒ (5) + (4) + (1) + 2 = 12 Failed, but...
Burying Caltrops to reroll Combat DC 15: 1d12 + 1d6 + 1d4 + 2 ⇒ (3) + (1) + (4) + 2 = 10 Failed again. Discarding Discarding Good Omen and Lightning Touch for damage.
Recharge Frostbite Arcane DC 7: 1d12 + 2 ⇒ (7) + 2 = 9 Succeeded! Frostbite is recharged.
She had to do something to protect these people! She tried to freeze the tree in place with her frostbite spell. But to no avail, as the fiendish plant sent another peasant sprawling with kick from a root. She tried again, but the tree didn't even slow down this time. She desparately threw a blast stone but it just bounced ineffectively off the wooden body. The imposing monster filled her vision. It was Amaryllis who couldn't move, surrounded by so many dead peasants, paralyzed by the thought of how she had been intending to use the blast stone to celebrate a victory, not... this.

Amaryllis wrote:

Hand:

Displayed:
Deck: 10 Discard: 5 Buried: 1
Notes:

Skills and Powers:
SKILLS

STRENGTH d6 []+1 []+2
DEXTERITY d8 []+1 []+2 []+3
Acrobatics: Dexterity +2
CONSTITUTION d8 []+1 []+2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d12 []+1 []+2 []+3 []+4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [] 7
Proficient with: [] Light Armors
Powers:
If you fail a check that has the Arcane trait ([] 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.


Uliah's Deck Handler

I'll resolve the check as if 2d12 were added thanks to Nyctessa's blessing and Channel Corruption, since I don't think there's any rules preventing a card from affecting the blessing's discard pile. If I'm wrong, I'll roll back this turn.

Uliah feels evil unleashed everywhere around him. Strangely enough, this evil power seems to be, at least at the moment, on his side. He brandishes his Scimitar and charges the Fiendish Tree. The demon shoots a barrage of thorns at him in response, causing some damage.

Uliah discards the mattock as damage

Finally, he gets in range and strikes!

Combat DC 13 (15-2 from Black Spot): 2d6 + 2d12 + 3 ⇒ (3, 4) + (3, 6) + 3 = 19

The creature falls but manages to shoot another barrage of thorns at Uliah.

Discard Heavy Mace as damage

Gravely wounded, Uliah hears the horrendous howl of a multitude of demons outside of the Cavern.

@Everyone, the barrier is defeated but you all still need to encounter this demon as well. Uliah is out of cards until he can recharge at the end of the turn so I can't help, unfortunately.


channel corruption can't be used in this instance, I explain more here (link)

Though it looks like your second d12 was a 6, and you would've perfectly beat the fiendish tree with a result of 13 vs DC 13. So you're still good.

Also the barrier may be considered defeated, but you'll still have one roll to resolve after everyone finishes their fight. The last bit of text you roll a d20 to see if you have to summon another henchman. I'll try to get him in the campaign header tomorrow morning after i wake up


Remember kill a monster examine next 3 cards deck handler

Ramaxes discards one heavy pick from the ranged attack of the tree

He swings his other heavy pick at it hoping to bury it into tree at it mace dc 13: 1d8 + 2d6 + 3 ⇒ (2) + (2, 2) + 3 = 9

The tree responds by grabbing him but his armour prevents the damage he runs from the tree but one of its branches just misses him and he loses his Khopesh

so buried hide armour to prevent combat damage and lost all but one of his four weapons in the turn

Hand after that

Ramexes wrote:

Hand: Mace,

Displayed:
Deck: 10 Discard: 4 Buried: 3
Notes: Neeed to wait for my turn before I can do much

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 []+1 []+2 []+3 []+4
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 []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 y our discard pile to explore your location ( [] or to evade a bane you encounter).


So we're waiting on Harsk and Anthul to resolve a summoned henchman from Uliah's barrier he encountered.

Fiendish Tree:
Fiendish Tree
Monster B
Traits
Plant
Demon
Veteran

Check
Combat
13

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.

Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.

Once everyone finishes, Uliah can finish resolving the barrier (d20 roll) and then continue his turn.


M Dwarf Ranger/ 1

Harsk is going to evade and head forsaken cloister.

going to discard the dagger, and bury the quarterstaff.

end of turn

Liberty's Edge

@Glynixx, you also need to take 1 damage from the "Before combat..." ability.


no, you're thinking of "before the encounter". Evasion step is before the fiendish trees "before you act" (pg9-10 mm). So he is ok to evade without the ranged damage.

Grand Lodge

Deck Handler

Is it possible to reveal the Blessing of Gods from my hand to evade this encounter? One of Athnul's powers says "You may reveal a blessing to evade your encounter."

Liberty's Edge

That sounds like you should be able to do it, yes

Grand Lodge

Deck Handler

cool, doing this

Athnul tries to hide in the canyon until the henchman disappears.
revealing "Blessing of the Gods"

Athnul wrote:

Hand: Frog, Amulet of Fiery Fists, Frilled Lizard, Amulet of Mighty Fists,

Displayed: Blessing of the Gods 2,
Deck: 8 Discard: 3 Buried: 0
Notes: Type notes here, such as players can use your blessings.

Skills and Powers:
SKILLS

STRENGTH d6 []+1 []+2 []+3
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 []6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [] Then you may recharge that blessing to explore your location.)


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Uliah's Deck Handler

Uliah feels as if an even deeper darkness approaches...

Check to summon Ulkreth on 5 or lower: 1d20 ⇒ 3

From the darkness, a being of living shadow appears. The demon known as Ulkreth stands before Uliah.

The demon trashes around nearly creating a cave in, but Uliah is so bloodied that the demon pays him no mind and just walks past him, leaving him for dead. What a terrible darkness was unleashed upon the world today.

Far be it from being discouraged, Uliah's resolve is strengthened, and he feels the dawnflower watch over him.

"I will see this through if it costs me my life"

Finally, this horrible horrible turn is over

Uliah wrote:

Hand: Strength, Heavy Pick, Riding Horse, Blessing of the Gods 4, Blessing of the Gods 2,

Displayed:
Deck: 7 Discard: 4 Buried: 1
Notes: I have blessings but my character is hurt, so I'd like to be conservative for a while. Use them if it's very important.

Skills and Powers:
SKILLS

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

Hand Size 5 []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 ( []+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.


During This Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is
decreased by 1.

Cohort Displayed:

Herlad of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Turn: 9 Harsk/Glynixx

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 91 Athnul)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this 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 92 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 3 (Turn 93 Nyctessa)
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 4 (Turn 94 Amaryllis)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 5 (Turn 95 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 6 (Turn 96 Harsk)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 97 Athnul)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 8 (Turn 98 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 9 (Turn 99 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 910 Amaryllis)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 911 Uliah)
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 912 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 913 Athnul)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 14 (Turn 914 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 15 (Turn 915 Nyctessa)
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 16 (Turn 916 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 17 (Turn 917 Uliah)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 18 (Turn 918 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 19 (Turn 919 Athnul)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 20 (Turn 920 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.

Guardpost
Traits: None
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Guardpost Card 1:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Guardpost Card 2:
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.

Guardpost Card 3:
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.

Guardpost Card 4:
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.

Guardpost Card 5:
Grizzled Mercenary
Ally B

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Guardpost Card 6:
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.

Guardpost Card 7:
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.

Guardpost Card 8:
Carrion Golem
Monster C

Traits
Construct
Golem
Elite

Check
Combat
14

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

Guardpost Card 9:
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.

Guardpost Card 10:
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.

Maze
Traits: None
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Maze Card 1:
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.

Maze Card 2:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Maze Card 3:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 4:
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.

Maze Card 5:
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.

Maze Card 6:
Padded Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Watchtower
Traits: None
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Located here: Ramexes

Watchtower Card 1:
Corrupted Crusaders
Barrier B

Traits
Cache
Skirmish
Basic

Check
None
0

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

Watchtower Card 2:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

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

Watchtower Card 3:
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.

Watchtower Card 4:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 5:
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.

Forsaken Cloister
Traits: None
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Amaryllis, Harsk

Forsaken Cloister Card 1:
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.

Forsaken Cloister Card 2:
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.

Forsaken Cloister Card 3:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Forsaken Cloister Card 4:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister Card 5:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:1 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Wounded Lands Card 1:
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.

Wounded Lands Card 2:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Wounded Lands Card 3:
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.

Wounded Lands Card 4:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Wounded Lands Card 5:
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.

Wounded Lands Card 6:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

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

Wounded Lands Card 7:
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.

Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Uliah

Cavern Card 1:
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.

Cavern Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Cavern Card 3:
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.

Cavern Card 4:
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.

Cavern Card 5:
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.

Cavern Card 6:
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.

Abyssal Rift
At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of this location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa

Abyssal Rift Card 1:
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.

Abyssal Rift Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Abyssal Rift 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.

Abyssal Rift Card 4:
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.

Abyssal Rift Card 5:
Worm Demon
Monster B

Traits
Outsider
Undead
Demon

Check
Combat
10

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

Abyssal Rift Card 6:
Temptation of Big Die
Barrier P

Traits
Temptation
Mythic

Check
None

Powers
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.

Abyssal Rift Card 7:
Blessing of Shax
Blessing C

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Abyssal Rift Card 8:
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.

Abyssal Rift Card 9:
Pitborn Scoundrel
Monster C

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.

Canyon
Traits: None
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Athnul

Canyon Card 1:
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.

Canyon Card 2:
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.

Canyon Card 3:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Canyon Card 4:
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.

Canyon Card 5:
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.

Canyon Card 6:
Pig From Hell
Monster P

Traits
Animal
Demon
Mythic
Veteran

Check
Combat
6
THEN
Combat
6
THEN
Combat
6

Powers
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.

Canyon Card 7:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

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

Canyon Card 8:
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.

Canyon Card 9:
Cambion
Monster B

Traits
Outsider
Demon
Elite

Check
Combat
12

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


M Dwarf Ranger/ 1

Upon arriving at the forgotten Cloister, Harsk decides to look around. "Hopefully I will have more luck this time around..", he grumbles. After an hour of walking arround the area, he finds another satchel. "Ah ha!" He opens the satchel ...
light armor dc6 constitution: 1d10 ⇒ 10
and whistles.. "Wow.. this is much better armor than before!"
end of turn

Harsk wrote:

Hand: Amulet of Life, Light Armor, BoGods 2, BoGods 3, Light Crossbow,

Displayed:
Deck: 6 Discard: 4 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

Grand Lodge

Deck Handler

Athnul continues to wander through the canyon area and stumbles over a pick. She tries to pick it up, but it's covered with dirt and stone.
Melee DC6: 1d6 + 2 ⇒ (1) + 2 = 3

discarding the Frog from my hand to explore again

Athnul continues to search the area and spots a group of creatures not far away.
I assume I have to wait for the GM to draw three allies?


Summoned Ally:
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.

Summoned Ally:
Vulture
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Summoned Ally:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

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

After we finish the first scenario, there has been an update to the scenario manager I use which will auto-populate random cards in a much easier fashion. That will be very useful for the mongrel monsters, and barriers from this set. In the meantime it's a manual process and I'll try to pre-populate these when possible.

Grand Lodge

Deck Handler

I think it's better not to banish any of my allies from my deck, instead taking none of the allies presented to my hand and defeating the barrier. Turn over.

Athnul wrote:

Hand: Blessing of Cayden Cailean, Amulet of Fiery Fists, Frilled Lizard, Blessing of the Gods 3, Amulet of Mighty Fists,

Displayed: Blessing of the Gods 2,
Deck: 6 Discard: 4 Buried: 0
Notes: Type notes here, such as players can use your blessings.

Skills and Powers:
SKILLS

STRENGTH d6 []+1 []+2 []+3
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 []6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [] Then you may recharge that blessing to explore your location.)


Remember kill a monster examine next 3 cards deck handler

Ramaexes flips a blessing of Baphomet and explores the watchtower some more. He finds some corrupted crusaders he briefly considers trying to talk his way out of it but decides they are spoiling for a fight he will give them one swinging his mace

combat dc 9: 2d8 + 3 ⇒ (1, 6) + 3 = 10

Having shown his mettle he finds a friend

After those crazy trees he decides to take a breather

Ends tun and resets hand

Ramexes wrote:

Hand: Mace, Random Ally, Clockwork butterfly, Burst Bonds, BotGods 3,

Displayed:
Deck: 7 Discard: 4 Buried: 3
Notes: blessing available for henchmen villains and close checks otherwise ask

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 []+1 []+2 []+3 []+4
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 []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 y our discard pile to explore your location ( [] or to evade a bane you encounter).

Burst bonds also available

if any character encounters a barrier with the trap or obstacle trait you may evade it and you may immediately explore again


1 person marked this as a favorite.

Random Ally for Ramexes:
Lann
Ally 1

Traits
Mongrel
Guard
Veteran

Check
Charisma
Diplomacy
0

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


During This Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is
decreased by 1.

Cohort Displayed:

Herlad of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Turn: 12 Nyctessa/Agent Eclipse

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: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 121 Amaryllis)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 2 (Turn 122 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 123 Harsk)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 124 Athnul)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 5 (Turn 125 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 6 (Turn 126 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 127 Amaryllis)
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 8 (Turn 128 Uliah)
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 9 (Turn 129 Harsk)
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 1210 Athnul)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 1211 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 1212 Nyctessa)
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 13 (Turn 1213 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 14 (Turn 1214 Uliah)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 15 (Turn 1215 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 16 (Turn 1216 Athnul)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 17 (Turn 1217 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.

Guardpost
Traits: None
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Guardpost Card 1:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Guardpost Card 2:
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.

Guardpost Card 3:
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.

Guardpost Card 4:
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.

Guardpost Card 5:
Grizzled Mercenary
Ally B

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Guardpost Card 6:
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.

Guardpost Card 7:
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.

Guardpost Card 8:
Carrion Golem
Monster C

Traits
Construct
Golem
Elite

Check
Combat
14

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

Guardpost Card 9:
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.

Guardpost Card 10:
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.

Maze
Traits: None
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Maze Card 1:
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.

Maze Card 2:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Maze Card 3:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 4:
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.

Maze Card 5:
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.

Maze Card 6:
Padded Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Watchtower
Traits: None
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Ramexes

Watchtower Card 1:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

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

Watchtower Card 2:
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.

Watchtower Card 3:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 4:
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.

Forsaken Cloister
Traits: None
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Amaryllis, Harsk

Forsaken Cloister Card 1:
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.

Forsaken Cloister Card 2:
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.

Forsaken Cloister Card 3:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister Card 4:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:1 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Wounded Lands Card 1:
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.

Wounded Lands Card 2:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Wounded Lands Card 3:
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.

Wounded Lands Card 4:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Wounded Lands Card 5:
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.

Wounded Lands Card 6:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

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

Wounded Lands Card 7:
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.

Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Uliah

Cavern Card 1:
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.

Cavern Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Cavern Card 3:
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.

Cavern Card 4:
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.

Cavern Card 5:
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.

Cavern Card 6:
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.

Abyssal Rift
At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of this location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Closed
Located here: Nyctessa

Abyssal Rift Card 1:
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.

Abyssal Rift Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Abyssal Rift 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.

Abyssal Rift Card 4:
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.

Abyssal Rift Card 5:
Worm Demon
Monster B

Traits
Outsider
Undead
Demon

Check
Combat
10

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

Abyssal Rift Card 6:
Temptation of Big Die
Barrier P

Traits
Temptation
Mythic

Check
None

Powers
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.

Abyssal Rift Card 7:
Blessing of Shax
Blessing C

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Abyssal Rift Card 8:
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.

Abyssal Rift Card 9:
Pitborn Scoundrel
Monster C

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.

Canyon
Traits: None
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Athnul

Canyon Card 1:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Canyon Card 2:
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.

Canyon Card 3:
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.

Canyon Card 4:
Pig From Hell
Monster P

Traits
Animal
Demon
Mythic
Veteran

Check
Combat
6
THEN
Combat
6
THEN
Combat
6

Powers
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.

Canyon Card 5:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

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

Canyon Card 6:
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.

Canyon Card 7:
Cambion
Monster B

Traits
Outsider
Demon
Elite

Check
Combat
12

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


During This Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is
decreased by 1.

Cohort Displayed:

Herlad of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Turn: 12 Nyctessa/Agent Eclipse

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: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 121 Amaryllis)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 2 (Turn 122 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 123 Harsk)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 124 Athnul)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 5 (Turn 125 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 6 (Turn 126 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 127 Amaryllis)
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 8 (Turn 128 Uliah)
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 9 (Turn 129 Harsk)
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 1210 Athnul)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 1211 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 1212 Nyctessa)
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 13 (Turn 1213 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 14 (Turn 1214 Uliah)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 15 (Turn 1215 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 16 (Turn 1216 Athnul)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 17 (Turn 1217 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.

Guardpost
Traits: None
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Guardpost Card 1:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Guardpost Card 2:
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.

Guardpost Card 3:
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.

Guardpost Card 4:
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.

Guardpost Card 5:
Grizzled Mercenary
Ally B

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Guardpost Card 6:
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.

Guardpost Card 7:
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.

Guardpost Card 8:
Carrion Golem
Monster C

Traits
Construct
Golem
Elite

Check
Combat
14

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

Guardpost Card 9:
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.

Guardpost Card 10:
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.

Maze
Traits: None
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Maze Card 1:
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.

Maze Card 2:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Maze Card 3:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 4:
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.

Maze Card 5:
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.

Maze Card 6:
Padded Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Watchtower
Traits: None
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Ramexes

Watchtower Card 1:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

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

Watchtower Card 2:
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.

Watchtower Card 3:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 4:
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.

Forsaken Cloister
Traits: None
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Amaryllis, Harsk, Nyctessa

Forsaken Cloister Card 1:
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.

Forsaken Cloister Card 2:
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.

Forsaken Cloister Card 3:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister Card 4:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:1 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Wounded Lands Card 1:
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.

Wounded Lands Card 2:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Wounded Lands Card 3:
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.

Wounded Lands Card 4:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

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

Wounded Lands Card 5:
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.

Wounded Lands Card 6:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

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

Wounded Lands Card 7:
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.

Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Uliah

Cavern Card 1:
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.

Cavern Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Cavern Card 3:
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.

Cavern Card 4:
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.

Cavern Card 5:
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.

Cavern Card 6:
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.

Abyssal Rift
Traits: Abyssal
At This Location: Begin the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of the location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1

Abyssal Rift Card 1:
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.

Abyssal Rift Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Abyssal Rift 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.

Abyssal Rift Card 4:
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.

Abyssal Rift Card 5:
Worm Demon
Monster B

Traits
Outsider
Undead
Demon

Check
Combat
10

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

Abyssal Rift Card 6:
Temptation of Big Die
Barrier P

Traits
Temptation
Mythic

Check
None

Powers
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.

Abyssal Rift Card 7:
Blessing of Shax
Blessing C

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Abyssal Rift Card 8:
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.

Abyssal Rift Card 9:
Pitborn Scoundrel
Monster C

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.

Canyon
Traits: None
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Athnul

Canyon Card 1:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Canyon Card 2:
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.

Canyon Card 3:
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.

Canyon Card 4:
Pig From Hell
Monster P

Traits
Animal
Demon
Mythic
Veteran

Check
Combat
6
THEN
Combat
6
THEN
Combat
6

Powers
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.

Canyon Card 5:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

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

Canyon Card 6:
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.

Canyon Card 7:
Cambion
Monster B

Traits
Outsider
Demon
Elite

Check
Combat
12

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

Dark Archive

Deck Handler

Nyctessa checks outside the Forsaken Cloister for signs of the continuing blight but when it seems to have passed she nods to the others and returns to her former task.

I prefer the company of the dead or soon to be dead...and in my control.

Move/Explore Abyssal Rift Card 1: Life Drain

Life Drain:

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.

"My what power surges here. This will allow me to grow much stronger...to prepare me for ascending my father's throne." she cackles with glee calling upon her destiny.

Discard Blessing of Acension
Arcane 7: 1d10 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7Success

Yeah...I can't wait to have this thing flipped again.

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Brand of Hobbling, Life Drain, Kopis, Thieves' Tools, Unshakable Chill, Blessing of The Gods,

Displayed:
Deck: 6 Discard: 5 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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 ([ ] or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster ([ ] 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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Moving to the Guardpost
The fiendish tree receded as 2 other heroes entered the Forsaken Cloister. Amaryllis shook her head and stood up, still feeling very dazed. But she needed to be a hero like them! The dhampir was returning to guard a rift, while the dwarf ranger rearmored himself from the ruins. She felt like she would just get in his way if she stuck around. “You stay here,” she shouted to Harsk. “I’ll go for help!” She ran to the guardpost, hoping to get reinforcements, supplies, anything.

Explore Guardpost 1: Faxon
...but as she entered the guardpost, she discovered why no guards had stopped the blight. Amaryllis ran straight into the pitborn witch who the herald had warned them about. He gave Amaryllis an evil smile. “Looks like you took an unlucky turn, little one,” Faxon said cruelly, advancing on the helpless halfling.

Pausing turn for location closings. And to figure out what to do.

Amaryllis wrote:

Hand:

Displayed:
Deck: 10 Discard: 5 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
Acrobatics: Dexterity +2
Constitution d8 [] +1 [] +2
Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [] +1 [] +2 [] +3 [] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6  [] 7
Proficient with: [] Light Armor
Powers:
If you fail a check that has the Arcane trait ([] 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.


All characters must recharge any cards with the Healing trait.


During This Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is
decreased by 1.

Cohort Displayed:

Herlad of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Turn: 13 Amaryllis/EmpTyger

Top of Blessing Discard Pile: Blessing of Shax

Top Blessing:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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


Blessings Remaining: 16

Guardpost
Traits: None
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Located here: Amaryllis, Faxon(Villain)

Guardpost Card 1 – Villain Faxon:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Maze
Traits: None
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Watchtower
Traits: None
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Ramexes

Forsaken Cloister
Traits: None
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Harsk

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:1 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1

Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Uliah

Abyssal Rift
At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of this location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa

Canyon
Traits: None
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Athnul

Here's a mini update to update player locations/abyssal rift.


Uliah's Deck Handler

Uliah had no cards with the healing trait in hand.

Uliah senses shadows slipping, moving towards the guardpost. Thinking quickly, he asks Sarenrae for Strength. He uses the power he gets to block the entrance to the Cavern

Uliah displays Strength to add 3 to his strength checks.He then attempts to temporarily close the Cavern

Strength DC 6: 1d6 + 3 ⇒ (1) + 3 = 4

Sarenrae grants him power, but Uliah is weak from his wounds and fails to close the entrance in time.

[dice=Check to recharge "Strength" Divine DC 8]1d10+3[/dice]

Uliah wrote:

Hand: Heavy Pick, Riding Horse, Blessing of the Gods 4, Blessing of the Gods 2,

Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes: Go ahead and use my blessings against the villain if you need to

Skills and Powers:
SKILLS

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

Hand Size 5 []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 ( []+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.


Remember kill a monster examine next 3 cards deck handler

Rameses Banishes the mace to temporary close the watchtower.
He will be happy to throw a blessing at the check to defeat the villain.
He will claim the herald as all his weapons are either banished or in the discard pile.
He may move elsewhere on his turn as he cant close the watchtower without a weapon in hand

Current hand (showing blessing available to be used on villain)

Ramexes wrote:

Hand: Lann, Clockwork butterfly, Burst Bonds, BotGods 3,

Displayed:
Deck: 8 Discard: 4 Buried: 3
Notes: blessing available for henchmen villains and close checks otherwise ask. Please use Burst bonds to evade a barrier with the trap or obstacle trait. After using Burst Bonds you may explore again please take care you dont run into same trap on your new explore

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 []+1 []+2 []+3 []+4
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 []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 y our discard pile to explore your location ( [] or to evade a bane you encounter).

Will most likely be recharging Lann for a melee weapon should I need to fight anything on my turn


construct of the GM/BR

gears shifting

Harsk is in the Forsaken Cloister when a Demonling enters his sight.
Demonling BYA 7 perception: 1d8 + 1 ⇒ (8) + 1 = 9 difficulty not increased
Harsk watches the Demonling closely from a distance and notices a weak spot. He loads his Light Crossbow and launches a quarrel at the weakspot.
Demonling DC 8 combat: 2d8 + 3 ⇒ (2, 3) + 3 = 8 defeated and banished
Harsk's aim was slightly off-center, but still within the kill zone. With one shot the Demonling staggers to the ground and he immediately follows up with another quarrel. His aim again is not very true but it was good enough--The demonling lay motionless.

forsaken cloister temporarily closed

gears go silent

I played Harsk's temp close check because he's studying for a professional exam and has been fairly busy until next week. Based on talking to him I don't think he'd mind in this instance despite not having a full 24 hours to post.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Resuming turn
Using Strength with 2 borrowed blessings for Faxon Combat DC 12: 1d6 + 2d12 + 2d6 ⇒ (4) + (11, 6) + (1, 4) = 26 Succeeded! Faxon and 3 blessings from the box are shuffled into open locations: Maze, Wounded Lands, Cavern, Canyon.
Faxon cast a charm spell, trying to corrupt Amaryllis the same way he had corrupted the guards. "Come, I will show you what true strength is." But Amaryllis felt something inside her giving her strength. She wouldn't succumb. She was a hero, just like the rest of the Eagle Watch. "I already know what strength is!" she shouted, rushing at the pitborn and taking him by surprise. She grabbed his leg and tugged, and the startled pitborn tried to kick her off awkwardly. But the struggling witch inadvertently kicked one of the struts supporting the guardpost, which snapped. With an ominous creaking, the structure shuddered and then collapsed inward on both of them!

Guardpost is closed. Ending turn.
Recharge Good Omen Arcane DC 8: 1d10 + 2 ⇒ (4) + 2 = 6
Oops- I rolled the wrong die initially. Mixed up my characters. Sorry about that.
Recharge Good Omen Arcane DC 8: 1d12 + 2 ⇒ (7) + 2 = 9 Succeeded! Good Omen is recharged.
Amaryllis emerged from the rubble, somehow no worse for the ordeal. She sifted through the collapsed building. The guardpost was destroyed. The corrupted soldiers were all dead. But there was no trace of Faxon. Amaryllis sat down to catch her a breath and found the key amulet with the 'A' initial. Sure enough, luck was still with her.

Amaryllis wrote:

Hand: Blessing of the Gods 3, Force Missile, Sage, Codex, Turtle, Black Spot,

Displayed:
Deck: 5 Discard: 4 Buried: 1
Notes: Black Spot and Blessing of the Gods available. Nyctessa and Ramexes can use freely, would prefer others ask first.

Skills and Powers:
SKILLS

Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
Acrobatics: Dexterity +2
Constitution d8 [] +1 [] +2
Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [] +1 [] +2 [] +3 [] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [] 7
Proficient with: [] Light Armor
Powers:
If you fail a check that has the Arcane trait ([] 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.

All characters must recharge any cards with the Healing trait.
Nyctessa and Ramexes must each discard Blessing of the Gods and recharge another card.


During This Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is
decreased by 1.

Cohort Displayed:

Herlad of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Turn: 14 Uliah/Akaitora

Top of Blessing Discard Pile: Blessing of Baphomet

Top Blessing:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

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


Blessings Remaining: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 141 Harsk)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 142 Athnul)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 3 (Turn 143 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 4 (Turn 144 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 145 Amaryllis)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 146 Uliah)
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 147 Harsk)
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 8 (Turn 148 Athnul)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 149 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 1410 Nyctessa)
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 11 (Turn 1411 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 12 (Turn 1412 Uliah)
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 13 (Turn 1413 Harsk)
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 14 (Turn 1414 Athnul)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 15 (Turn 1415 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.

Guardpost
At This Location: NO BOX
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

Maze
Traits: None
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2

Maze Card 1:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Maze Card 2:
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.

Maze 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.

Maze Card 4:
Padded Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Maze Card 5:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Maze Card 6:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 7:
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.

Watchtower
Traits: None
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Ramexes

Watchtower Card 1:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

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

Watchtower Card 2:
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.

Watchtower Card 3:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 4:
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.

Forsaken Cloister
Traits: None
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Harsk

Forsaken Cloister Card 1:
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.

Forsaken Cloister Card 2:
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.

Forsaken Cloister Card 3:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister Card 4:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:1 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:2

Wounded Lands Card 1:
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.

Wounded Lands Card 2:
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.

Wounded Lands Card 3:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

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

Wounded Lands Card 4:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Wounded Lands Card 5:
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.

Wounded Lands Card 6:
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.

Wounded Lands Card 7:
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.

Wounded Lands Card 8:
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.

Cavern
Traits: None
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:2
Located here: Uliah

Cavern Card 1:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Cavern Card 2:
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.

Cavern Card 3:
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.

Cavern Card 4:
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.

Cavern Card 5:
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.

Cavern Card 6:
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.

Cavern Card 7:
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.

Abyssal Rift
At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of this location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa

Abyssal Rift Card 1:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Abyssal Rift 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.

Abyssal Rift Card 3:
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.

Abyssal Rift Card 4:
Worm Demon
Monster B

Traits
Outsider
Undead
Demon

Check
Combat
10

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

Abyssal Rift Card 5:
Temptation of Big Die
Barrier P

Traits
Temptation
Mythic

Check
None

Powers
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.

Abyssal Rift Card 6:
Blessing of Shax
Blessing C

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Abyssal Rift Card 7:
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.

Abyssal Rift Card 8:
Pitborn Scoundrel
Monster C

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.

Canyon
Traits: None
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:2
Located here: Athnul

Canyon Card 1:
Blessing of Torag
Blessing C

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Canyon Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Canyon Card 3:
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.

Canyon Card 4:
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.

Canyon Card 5:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

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

Canyon Card 6:
Pig From Hell
Monster P

Traits
Animal
Demon
Mythic
Veteran

Check
Combat
6
THEN
Combat
6
THEN
Combat
6

Powers
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.

Canyon Card 7:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

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

Canyon Card 8:
Cambion
Monster B

Traits
Outsider
Demon
Elite

Check
Combat
12

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

All characters must recharge any cards with the Healing trait.
Nyctessa
and Ramexes must each discard Blessing of the Gods and recharge another card.

Grand Lodge

Deck Handler

no cards with the Heal trait in my deck


Uliah's Deck Handler

At the end of his move step, Uliah activates his power, recharging a Blessing of the Gods to recharge a random card from my discard pile.

Recharge random card from discard: 1d4 ⇒ 4

Uliah recharges his Heavy Mace

Sarenrae's light shines upon Uliah, slowly healing his wounds. Motivated by the dawnflower's favor, he stands up and continues on his mission.

Eventually, Uliah starts feeling the unmistakable stench of evil. He barely has a moment to grasp his situation when a Fiendish Minotaur charges him out of nowhere!

Uliah doesn't have enough Intelligence to make the DC 7 check, so I choose to fail it. Uliah takes some Combat damage from the "before you act" ability:

Combat Damage: 1d4 - 1 ⇒ (4) - 1 = 3

Since this is the first exploration of the turn, damage is reduced by 1 to a total of 2. Uliah discards his Riding Horse and remaining Blessing of the Gods

The foul creatures rams his trusty mount and causes Uliah to fall prone. Uliah is hurt, but stands up wielding his Heavy Pick to attack the Minotaur.

@Ramexes, this is a fight against a henchman that I think I have a good shot at if I take your blessing. I'll go ahead and do it. I will also be discarding my Heavy Pick to add another D6 to the check for a total of 4D6 and any 6 rolled becomes a 7.

Edit: I ended up using @Amaryllis' blessing for this check since Ramexes had already used his and I missed it. Sorry about that!

Combat Melee DC 14: 4d6 + 2 ⇒ (6, 6, 5, 1) + 2 = 20

Uliah topples the demon. After the demon collided with a nearby wall, Uliah sees an opening through which he might be able to escape if he can move some boulders aside.

@Nyctessa, can I use your Blessing of the Gods to improve my chances of closing this location?


Remember kill a monster examine next 3 cards deck handler

Sorry my blessing was unavailable due to having been used on the villain check I also recharged clockwork butterfly. Nyctessa I think has a similair problem. Amarylis does have a blessing however

Current hand

Ramexes wrote:

Hand: Lann, Burst Bonds,

Displayed:
Deck: 9 Discard: 5 Buried: 3
Notes: blessing if I have any available for henchmen villains and close checks otherwise ask. Please use Burst bonds to evade a barrier with the trap or obstacle trait. After using Burst Bonds you may explore again please take care you dont run into same trap on your new explore

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 []+1 []+2 []+3 []+4
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 []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 y our discard pile to explore your location ( [] or to evade a bane you encounter).


Uliah's Deck Handler

Uliah will use Athnul's blessing instead to aid with his close location check. I will use her blessing of the gods to copy Blessing of Baphomet, adding 2 die to the check.

Strength DC 6: 3d6 ⇒ (5, 2, 1) = 8

Success! The location is closed!

Uliah manages to set the boulder free, simultaneously blocking the tunnel the demons were using and opening an entrance through which he can escape.

He guides his mount through the narrow opening and starts looking to regroup with the rest of the party.

End of turn. I will be moving in to help Ramexes by using Cure on him as soon as I have a chance.

Uliah wrote:

Hand: Blessing of the Gods 3, Cure, Magic Weapon, Recruit, Blessing of the Gods 1,

Displayed:
Deck: 5 Discard: 6 Buried: 1
Notes: Use my blessings if you really need to, but my character is very hurt, so please be cautious about it.

Skills and Powers:
SKILLS

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

Hand Size 5 []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 ( []+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.


Uliah random location: 1d6 ⇒ 2 Uliah moved to Watchtower from Cavern close

Seems you can heal Ramexes sooner than expected...


During This Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is
decreased by 1.

Cohort Displayed:

Herlad of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Turn: 15 Harsk/Glynixx

Top of Blessing Discard Pile: Blessing of Shelyn

Top Blessing:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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


Blessings Remaining: 14
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 151 Athnul)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 2 (Turn 152 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 153 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 154 Amaryllis)
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 5 (Turn 155 Uliah)
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 156 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 157 Athnul)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 158 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 159 Nyctessa)
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 10 (Turn 1510 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 11 (Turn 1511 Uliah)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 12 (Turn 1512 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 1513 Athnul)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 14 (Turn 1514 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.

Guardpost
At This Location: NO BOX
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

Maze
Traits: None
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2

Maze Card 1:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Maze Card 2:
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.

Maze 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.

Maze Card 4:
Padded Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Maze Card 5:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Maze Card 6:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 7:
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.

Watchtower
Traits: None
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Ramexes, Uliah

Watchtower Card 1:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

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

Watchtower Card 2:
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.

Watchtower Card 3:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 4:
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.

Forsaken Cloister
Traits: None
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:2 Ar:1 I:0 Al:0 Bl:2 ?:1
Located here: Harsk

Forsaken Cloister Card 1:
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.

Forsaken Cloister Card 2:
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.

Forsaken Cloister Card 3:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister Card 4:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:1 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:2

Wounded Lands Card 1:
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.

Wounded Lands Card 2:
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.

Wounded Lands Card 3:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

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

Wounded Lands Card 4:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Wounded Lands Card 5:
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.

Wounded Lands Card 6:
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.

Wounded Lands Card 7:
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.

Wounded Lands Card 8:
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.

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

Abyssal Rift
At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of this location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa

Abyssal Rift Card 1:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Abyssal Rift 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.

Abyssal Rift Card 3:
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.

Abyssal Rift Card 4:
Worm Demon
Monster B

Traits
Outsider
Undead
Demon

Check
Combat
10

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

Abyssal Rift Card 5:
Temptation of Big Die
Barrier P

Traits
Temptation
Mythic

Check
None

Powers
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.

Abyssal Rift Card 6:
Blessing of Shax
Blessing C

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Abyssal Rift Card 7:
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.

Abyssal Rift Card 8:
Pitborn Scoundrel
Monster C

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.

Canyon
Traits: None
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:2
Located here: Athnul

Canyon Card 1:
Blessing of Torag
Blessing C

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Canyon Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Canyon Card 3:
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.

Canyon Card 4:
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.

Canyon Card 5:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

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

Canyon Card 6:
Pig From Hell
Monster P

Traits
Animal
Demon
Mythic
Veteran

Check
Combat
6
THEN
Combat
6
THEN
Combat
6

Powers
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.

Canyon Card 7:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

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

Canyon Card 8:
Cambion
Monster B

Traits
Outsider
Demon
Elite

Check
Combat
12

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


Remember kill a monster examine next 3 cards deck handler

I was going to say I will still use the herald as I want a heal before I reset my hand and give myself the chance of getting some of the weapons and blessings into my hand at the end of my turn

;-)

EDIT

I love it when a plan comes together

Ramexes wrote:

Hand: Lann, Burst Bonds,

Displayed:
Deck: 14 Discard: 0 Buried: 3
Notes: blessing if I have any available for henchmen villains and close checks otherwise ask. Please use Burst bonds to evade a barrier with the trap or obstacle trait. After using Burst Bonds you may explore again please take care you dont run into same trap on your new explore

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 []+1 []+2 []+3 []+4
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 []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 y our discard pile to explore your location ( [] or to evade a bane you encounter).


Uliah's Deck Handler

Excellent! and I do

The cavern leads Uliah to the Watchtower. Who is to say what other places are connected to that foul cave. However, as he exits the Cavern, he meets his friend Ramexes, who appears to be as badly hurt as himself.

"Friend, allow me to heal you"

Uliah casts cure:

Cure: 1d4 + 1 ⇒ (4) + 1 = 5

Recharging Cure, Divine DC 8: 1d10 + 3 ⇒ (9) + 3 = 12

Great success! @Ramexes, you shouldn't need to call upon the Herald anymore.


construct of the GM/BR

gears shifting...

Harsk emailed me to take his turn since he missed his usual check-in time and it won't be until later tonight he can check again.

Harsk has been left to overlook the Forsaken Cloister. He explores and finds a BoAscension which he is unable to acquire. banished.
He continues searching (discard BoGods2) and in the process he spots a Demonic Horde

rolling random summons, "1" starting with rolling player" (i did the rolls to speed things up)
Harsk rolls: 1d6 ⇒ 5 Amaryllis
Anthul rolls: 1d6 ⇒ 5 Uliah
Ramexes rolls: 1d6 ⇒ 1 Ramexes
Nyctessa rolls: 1d6 ⇒ 5 Anthul
Amarllyis rolls: 1d6 ⇒ 1 Amaryllis
Uliah rolls: 1d6 ⇒ 2 Harsk

Demonling BYA 7 perception: 1d8 + 1 ⇒ (6) + 1 = 7 difficulty not increased
One of the Demonling approaches Harsk. Having seen the Demonlings before, Harsk knows where their weak spot is.

Demonling DC 8 combat: 2d8 + 3 ⇒ (3, 5) + 3 = 11 banished
He attacks with his crossbow, though his aim still isn't quite on the mark. With the second bolt he is able to defeat the Demonling. It seems more Demonlings will be attacking his teammates

Amaryllis must summon and defeat 2 demonlings. Uliah, Ramexes, Anthul must summon 1 demonling each.

demonic horde:

Demonic Horde
Barrier B
Traits
Skirmish
Demon

Check
None
0

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

Demonling:
Demonling
Henchman Monster B
Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

Mid hand update. Amaryllis, I'm guessing you'll need a BoGods from Harsk

Harsk wrote:

Hand: Amulet of Life, Elven Chain Shirt (acquired), BoGods 3, Light Crossbow,

Displayed:
Deck: 6 Discard: 5 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

still Harsk's turn once everyone is done. though likely will just be resetting hand and ending turn

gears go silent...


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Harsk's turn)
Encountering 1st Demonling
Amaryllis cannot make the Wisdom/Perception 7 with only a d4. Demonling is 3 harder.
Using Force Missile for Demonling Combat DC 11: 1d12 + 2d4 + 2 ⇒ (2) + (3, 4) + 2 = 11 Succeeded! 1st Demonling is banished.
Amaryllis was lost in thought when she she looked up to see a cackling demonling in front of her! She had no idea where it came from, but she wasted no time in slamming some magical missiles into it.

Recharge Force Missile Arcane DC 6: 1d12 + 2 ⇒ (3) + 2 = 5 Failed. Force Missile is discarded.
Amaryllis heard a cackling behind her, and saw another demonling. And she had no more magic missiles available to her...

(Pausing before encountering 2nd Demonling)

Amaryllis wrote:

Hand: Sage, Codex, Turtle, Black Spot,

Displayed:
Deck: 5 Discard: 6 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
Acrobatics: Dexterity +2
Constitution d8 [] +1 [] +2
Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [] +1 [] +2 [] +3 [] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [] 7
Proficient with: [] Light Armor
Powers:
If you fail a check that has the Arcane trait ([] 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.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Harsk's turn)
Encountering 2nd Demonling
Recharging Sage for Demonling Wisdom DC 7: 1d4 + 1d6 ⇒ (1) + (4) = 5 Failed! Demonling is 3 harder.
Discarding Black Spot and using Harsk's blessing for Demonling Combat DC 9: 2d6 ⇒ (6, 5) = 11 Succeeded! 2nd Demonling is banished.
Amaryllis spun around, and suddenly remembered something a wise sage had one told her about demonlings having a weak spot. She couldn't spot the weak point herself, but aimed a fierce punch where she hoped it might be. Her luck was with her, as an ugly black spot spread where her blow landed. The demonling gasped and collapsed in surprise.

Recharge Black Spot Arcane DC 6: 1d12 + 2 ⇒ (11) + 2 = 13 Succeeded! Black Spot is recharged.
Amaryllis had never done this much hand-to-hand fighting, but was pleased to discover that she somehow was just as lucky at it.

Amaryllis wrote:

Hand: Codex, Turtle,

Displayed:
Deck: 7 Discard: 6 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
Acrobatics: Dexterity +2
Constitution d8 [] +1 [] +2
Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [] +1 [] +2 [] +3 [] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [] 7
Proficient with: [] Light Armor
Powers:
If you fail a check that has the Arcane trait ([] 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.

Harsk must discard a blessing.


Uliah's Deck Handler

Uliah's reunion with Ramexes is interrupted when he notices a Demonling stalking them from the shadows. He asks the gods for Wisdom to resist the demon's influence:

Wisdom DC 7: 2d10 ⇒ (6, 7) = 13

The demon, noticing his evil charm has no effect on Uliah, charges him with intent to kill. In that moment, Uliah's recruit joins him, as he asks once more from Strength from the gods to vanquish his foe.

I'll be using my other Blessing of the gods and recharging my Recruit to give myself +1 in this check.

Combat Strength DC 8: 2d6 + 1 ⇒ (6, 1) + 1 = 8

He punches the demon straight on the face and holy power manifests on his fist, banishing the demon away.

That was close! But I somehow managed. Phew!


Summoned Weapon for Ramexes:
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.


Remember kill a monster examine next 3 cards deck handler

Ramexes sees another demonling
wisdom 7: 1d4 ⇒ 1 his seems tougher

"Lann, Rememeber that weapon you were saving for a special occasion. is this special enough?"

Lann hands him a magical lance

Ramexes charges in to the demon

demonling fight dc11: 3d8 + 4 + 1d6 ⇒ (1, 1, 6) + 4 + (2) = 14

(discarding lance and recharging burst bonds for an extra d8 fire)

The demonling smiles as the lance delivers a glancing blow before fire erupts from the lance killing it

Lann rushes off to repair the lance Ramexes looks around a corner a Peryton looks back

(remembers to use his defeat a monster examine the top card of the deck power)

Grand Lodge

Deck Handler

encountering daemonling
Wisdom: 1d10 ⇒ 9

Revealing Amulet of Fiery Fists to add a 1d8 and the Fire and Magic traits to the combat check
Combat DC8: 1d6 + 2 + 1d8 ⇒ (3) + 2 + (5) = 10

Athnul wrote:

Hand: Blessing of Cayden Cailean, Amulet of Fiery Fists, Frilled Lizard, Amulet of Mighty Fists,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Type notes here, such as players can use your blessings.

Skills and Powers:
SKILLS

STRENGTH d6 []+1 []+2 []+3
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 []6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [] Then you may recharge that blessing to explore your location.)


construct of the GM/BR

gears shifting
The demonic horde has been vanquished. Harsk finds a spot to rest and resets his hand/ends turn.

Harsk wrote:

Hand: Amulet of Life, Elven Chain Shirt (acquired), BoGods 4, Conch Shell, Light Crossbow,

Displayed:
Deck: 4 Discard: 6 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ]+1 [ ]+2
DEXTERITY d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity+3
Stealth: Dexterity+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1 [ ]+2
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom+1
Survival: Wisdom +2
CHARISMA d4

Favored Card: Weapon
Hand Size 5 [ ]6 [ ]7
Proficient with: Light Armors, Weapons
You may evade a bane you encounter that has the Animal or Vermin ( [ ] or Demon) trait; otherwise, add 1d4 ( [ ] 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
<Power 3>
<Power 4>
<Power 5>

gears screech to a stop


During This Adventure: In locations that have the Abyssal trait, ignore the Outsider trait on banes.
The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is
decreased by 1.

Cohort Displayed:

Herlad of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Turn: 16 Athnul/Baerlie

Top of Blessing Discard Pile: Blessing of Shax

Top Blessing:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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


Blessings Remaining: 13
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 161 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 162 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 163 Amaryllis)
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 4 (Turn 164 Uliah)
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 5 (Turn 165 Harsk)
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 166 Athnul)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 167 Ramexes)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Blessings Deck Card 8 (Turn 168 Nyctessa)
Spoiler:
Blessing of Abadar
Blessing C

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 9 (Turn 169 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 10 (Turn 1610 Uliah)
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 11 (Turn 1611 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 12 (Turn 1612 Athnul)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Blessings Deck Card 13 (Turn 1613 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.

Guardpost
At This Location: NO BOX
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

Maze
Traits: None
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2

Maze Card 1:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Maze Card 2:
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.

Maze 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.

Maze Card 4:
Padded Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Maze Card 5:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Maze Card 6:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 7:
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.

Watchtower
Traits: None
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Ramexes, Uliah

Watchtower Card 1:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

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

Watchtower Card 2:
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.

Watchtower Card 3:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 4:
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.

Forsaken Cloister
Traits: None
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Harsk

Forsaken Cloister Card 1:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister Card 2:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

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

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:1 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:2

Wounded Lands Card 1:
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.

Wounded Lands Card 2:
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.

Wounded Lands Card 3:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

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

Wounded Lands Card 4:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Wounded Lands Card 5:
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.

Wounded Lands Card 6:
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.

Wounded Lands Card 7:
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.

Wounded Lands Card 8:
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.

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

Abyssal Rift
At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of this location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Nyctessa

Abyssal Rift Card 1:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Abyssal Rift 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.

Abyssal Rift Card 3:
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.

Abyssal Rift Card 4:
Worm Demon
Monster B

Traits
Outsider
Undead
Demon

Check
Combat
10

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

Abyssal Rift Card 5:
Temptation of Big Die
Barrier P

Traits
Temptation
Mythic

Check
None

Powers
Display this card next to your deck;the barrier is defeated.
You may banish this card to roll 2d20. Add the higher result to your check, then bury a number of cards from your hand, discard pile, and deck equal to the lower result.

Abyssal Rift Card 6:
Blessing of Shax
Blessing C

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

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

Abyssal Rift Card 7:
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.

Abyssal Rift Card 8:
Pitborn Scoundrel
Monster C

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.

Canyon
Traits: None
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:2
Located here: Athnul

Canyon Card 1:
Blessing of Torag
Blessing C

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Canyon Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Canyon Card 3:
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.

Canyon Card 4:
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.

Canyon Card 5:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

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

Canyon Card 6:
Pig From Hell
Monster P

Traits
Animal
Demon
Mythic
Veteran

Check
Combat
6
THEN
Combat
6
THEN
Combat
6

Powers
The difficulty of checks to defeat the Pig from Hell is increased by three times the scenario's adventure deck number.
All damage dealt by the Pig from Hell is Fire damage.
If defeated, you may draw a random non-Basic armor from the box.

Canyon Card 7:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

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

Canyon Card 8:
Cambion
Monster B

Traits
Outsider
Demon
Elite

Check
Combat
12

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

Grand Lodge

Deck Handler

Athnul continues to scan the canyon area when she suddenly sees a bright light.
trying to aquire Blessing of Torag
Strength DC4: 1d6 ⇒ 6

Athnul wrote:

Hand: Blessing of Cayden Cailean, Amulet of Fiery Fists, Frilled Lizard, Blessing of Torag, Amulet of Mighty Fists,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Type notes here, such as players can use your blessings.

Skills and Powers:
SKILLS

STRENGTH d6 []+1 []+2 []+3
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 []6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [] Then you may recharge that blessing to explore your location.)

Feeling more motivated she continues her search.
discarding Blessing of Torag to explore again
Oh d***, not so good idea...
Suddenly a minotaur crosses her path and roars before attacking.
can't do the DC7 knowledge/intelligence check so...
not the first exploration, so no combat damage before the fight

starting to play cards...
Revealing the Amulet of Fiery Fists to add a 1d8 to the combat check (+Fire and Magic traits), discarding Blessing of Cayden Cailean to add another 1d6

Strength DC14: 1d6 + 2 + 1d8 + 1d6 ⇒ (6) + 2 + (5) + (2) = 15
Puh

Attempting to close the location, but I can't aquire the botton blessing, it needs a survival or divine check, sorry :(

resetting hand, end turn

Athnul wrote:

Hand: Ring of Serene Contortions, Blessing of Gozreh 1, Frilled Lizard, Amulet of Fiery Fists, Amulet of Mighty Fists,

Displayed:
Deck: 5 Discard: 7 Buried: 0
Notes: Type notes here, such as players can use your blessings.

Skills and Powers:
SKILLS

STRENGTH d6 []+1 []+2 []+3
Melee: Strength +2
DEXTERITY d6 []+1[]+2
CONSTITUTION d10 []+1 []+2
Fortitude: Constitution +2
INTELLIGENCE d4 []+1 []+2
WISDOM d10 []+1 []+2 []+3 []+4
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 []6 []7
Proficient with: (none)
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ( [] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter ( [] Then you may recharge that blessing to explore your location.)


Let's do a bit of rewind-- If you lack a skill listed for a check, you default to a d4. Now, a Divine 5 check isn't unfeasible. 2d4 is an average of 5. 3d4 is an average of 7.5. Harsk has one blessing he could contribute if you guys thought it was worthwhile.

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