[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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Remember kill a monster examine next 3 cards deck handler

Ramexes moves to the locust shrine and explores and finds a filth demon

BYA acid damage1d4 ⇒ 1 (reveal black robe if mist horn doesn't cover that)

combat 22: 1d8 + 8 + 1d10 + 4 ⇒ (2) + 8 + (5) + 4 = 19

Discard soulshear to reroll

combat 22: 1d8 + 8 + 1d10 + 4 ⇒ (2) + 8 + (7) + 4 = 21

Die bump for win

Put blessings back in reverse order and bury imp to encounter blessing of starsong Auto acquire

Encounter blessing of ascencion Discard to acquire mythic charge

End turn

Ramexes Haruspex wrote:

Hand: Cure, Disrupting Rapier +1, Blessing of Milani, Black robe, Major cure, Crocodile skin armour,

Displayed:
Deck: 10 Discard: 5 Buried: 2
Notes: Shirt reroll used
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +3
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card (X or top 2 cards) (□ or 3cards) of your (□ or any) location deck (X4and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [X3 ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck)
<Power 5>

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


Box Runner

During This Adventure:
Summoned Banes || Loot List

• In locations that have the Abyssal trait, ignore the Outsider trait on banes.
• The servitor demon is the henchman Vulture Demon.

Vulture Demon:
Vulture Demon
Henchman Monster 4

Traits
Outsider
Demon
Servitor

Check
Combat
19

Powers
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.

During This Scenario: • Characters at other locations cannot play cards or use powers
on your checks.

Turn: 12, Nyctessa/agent_eclipse

Random Cards:

Monsters
Spoiler:
Urannag
Monster 4
Traits:
Construct
Obstacle
Lock
To Defeat:
Combat 30
OR Disable 17 You may not play spells that have the Attack trait. Cards that affect barriers affect this card.
If undefeated, leave this monster faceup on its location deck. Characters at this location encounter this card as their first exploration each turn. When this location has no other cards, banish this card.
If you make one false move, its spiked arms and savage blades will surround you_

Spoiler:
Dominion Scientist
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15 Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_

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

Spoiler:
Ghost
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

Spoiler:
Will-O'-Wisp
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14 All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

Barriers
Spoiler:
Greed
Barrier 4
Traits:
Temptation
To Defeat:
None 0 Examine the top 3 cards of your location. You may add any number of boons you examine to your hand; banish any other boons. If you added any boons to your hand, the barrier is undefeated; for each boon added to your hand, a random character banishes a random card from that character's deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Spoiler:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

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

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

Spoiler:
Mythic Glyph
Barrier 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14 Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.

Weapons
Spoiler:
Force Shortbow +1
Weapon 1
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Spoiler:
Cold Iron Mace +1
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Spoiler:
Rod of the Viper
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

Spoiler:
Marksman's Bow
Weapon 2
Traits:
Bow
Ranged
Piercing
Magic
Veteran To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Spoiler:
Marksman's Bow
Weapon 2
Traits:
Bow
Ranged
Piercing
Magic
Veteran To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Spells
Spoiler:
Steal Soul
Spell 3
Traits:
Magic
Arcane
Divine
Attack To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10 When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Spoiler:
Good Omen
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Weapon of Awe
Spell 1
Traits:
Magic
Divine
Elite To Acquire:
Wisdom
Divine 6 Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Dragon's Breath
Spell 4
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 11 For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.

Armors
Spoiler:
Spellcaster's Shield
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude
Arcane
Divine 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Gossamer Shrouds
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 7 If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

Items
Spoiler:
Knight's Pennon
Item 2
Traits:
Object To Acquire:
Charisma
Diplomacy 9 When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Spoiler:
Pure Holy Water
Item 3
Traits:
Liquid
Magic
Divine To Acquire:
Craft
Wisdom
Divine 12 Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

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

Spoiler:
Wand of Sacred Weapon
Item 2
Traits:
Wand
Attack
Divine
Magic To Acquire:
Wisdom
Divine 10 For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Spoiler:
Knight's Pennon
Item 2
Traits:
Object To Acquire:
Charisma
Diplomacy 9 When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Allies
Spoiler:
Unfettered Imp
Ally 3
Traits:
Outsider
Devil
Temptation To Acquire:
Intelligence
Charisma
Arcane 7 During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
Reveal this card and discard a card that has the Corrupted trait to explore your location.

Spoiler:
Apprentice
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Spoiler:
Quadnys Orlun
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

Spoiler:
Demon Hunter
Ally B
Traits:
Human
Ranger To Acquire:
Melee
Ranged 7
OR Charisma
Diplomacy 6 Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.

Spoiler:
Caravan Guard
Ally B
Traits:
Human
Hireling
Elite To Acquire:
Bury an armor
OR Charisma
Diplomacy 8 Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

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

Top of Blessing Discard Pile:

Blessing of Sarenrae:
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 2 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 3 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 4 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 7 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 12 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 13 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 15 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #1: Abyssal Rift
Closed
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.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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

Abyssal Rift Card 2:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Abyssal Rift Card 3:
Pillar of Life
Spell 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 12 Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Abyssal Rift Card 4:
Incubus
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15 The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

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

Abyssal Rift Card 6:
Spite Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

Abyssal Rift Card 7:
Fiery Glare
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Location #2: Grinder
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

Grinder Card 1:
Man-Eating Aurochs
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 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.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Grinder Card 2:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Grinder Card 3:
Mad Knight
Monster 1
Traits:
Human
Cavalier
Veteran
To Defeat:
Combat 13 The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Grinder Card 4:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Grinder Card 5:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
Arcane
Divine 12
OR Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

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

Grinder Card 7:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #3: Locust Shrine
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Nyctessa/agent_eclipse, Ramexes/Merisal,

Locust Shrine Card 1:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Locust Shrine Card 2:
Glimmer of Hope
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Locust Shrine Card 3:
Commander's Field Plate
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 8 When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Location #4: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: None

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

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

Molten Pool Card 3:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Molten Pool Card 4:
Spiny Shield
Armor 2
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Molten Pool Card 5:
Rallying Cry
Barrier B
Traits:
Task
Cache
To Defeat:
None 0 Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Molten Pool Card 6:
Spiked Pit Trap
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Molten Pool Card 7:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Molten Pool Card 8:
Heart of the Fane
Villain 4
Type: Barrier
Traits:
Obstacle
Demon
Abyssal
To Defeat:
Arcane
Divine 20 Before you act, each character must summon and encounter this adventure's servitor demon. If all characters defeat the demon, you may defeat Heart of the Fane by choosing a character to banish a non-Basic card that has the Divine trait; that character is dealt 1d6 Electricity damage.
If undefeated, and the location Grinder is open, the villain does not escape; instead, shuffle this card into the Grinder's location deck, and all characters there are moved to a random other location.

Molten Pool Card 9:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0 The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Molten Pool Card 10:
Archer's Bracers
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7 Reveal this card to add 2 to your Ranged combat check.

Molten Pool Card 11:
Cold Iron Longsword
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Molten Pool Card 12:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
Location #5: Befouled Altar
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Rapture of Rupture
At This Location: At the start of your turn, succeed at a Charisma or Diplomacy 8 check or move to a random location and you may not move during your move step.
When Closing: Summon and defeat the henchman Shamira.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Uliah/Akaitora, Drocha Swarm

Rapture of Rupture Card 1:
Drocha Swarm
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17 The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Rapture of Rupture Card 2:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Rapture of Rupture Card 3:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Rapture of Rupture Card 4:
Pitborn Scoundrel
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12 If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Rapture of Rupture Card 5:
Life Drain
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Dark Archive

Deck Handler

The closing check isn't my forte so moving to the Molten Pool while healthy.

Move to and explore Molten Pool Card 1: Blessing of Ascension.
Auto-Acquire due to Mythic Charge.

Discard Blessing of Ascension to Explore Card 2: Death of Righteousness

Spoiler:

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

Arcane 12: 1d10 + 4 + 4 + 2 ⇒ (5) + 4 + 4 + 2 = 15

Nyctessa leaves the others to their work at the Locust Shrine as she heads for the pools of bubbling lava. She had accumulated enough power to weather the heat and her ice chemist thrall would assist.

Quickly after arriving she found a font of power to draw strength from and an obvious trap. A demon parading as a crusader near the edge of a pool called out for help...she scoffed.

"Foolish demon, you reek and I wouldn't have saved you either way." she says while walking away deeming the fool not worth her service.

Discard Ice Chemist to Explore Card 3: Blessing of Iomedae

Spoiler:

Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Reveal Binder's Tome.
[dice-Charisma 4]1d8+2+4+1d4[/dice] Acquired.

As the sweltering heat bore down the alchemist provided relief through his concoctions long enough to find a boon from the Inheritor herself. Unsure if it would answer her call she weaved binding magic to ensure it would before pressing on with its protection.

Discard Blessing of Iomedae to Explore Card 4: Spiny Shield.
Can't acquire.

She only finds the discarded shield of a charred adventurer before having to rest in a cave away from the flames.

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Vulture Demon 4, Bound Lantern Archon, Binder's Tome, Hungering Staff, Transmogrify, Ice and Fire, Derakni B,

Displayed:
Deck: 17 Discard: 5 Buried: 0
Notes: Transmogrify: (My Location) Display next to a monster. Reduce difficulty of checks by my Arcane Skill+1d6.
Mythic Charges: 4 Sideboard cards:


Box Runner

During This Adventure:
Summoned Banes || Loot List

• In locations that have the Abyssal trait, ignore the Outsider trait on banes.
• The servitor demon is the henchman Vulture Demon.

Vulture Demon:
Vulture Demon
Henchman Monster 4

Traits
Outsider
Demon
Servitor

Check
Combat
19

Powers
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.

During This Scenario: • Characters at other locations cannot play cards or use powers
on your checks.

Turn: 13, Amaryllis/EmpTyger

Random Cards:

Monsters
Spoiler:
Toad Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28 The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Spoiler:
Rat Swarm
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

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

Spoiler:
Blasphemy Demon
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13 The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.

Spoiler:
Salamander
Monster 2
Traits:
Outsider
To Defeat:
Combat 15 All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Barriers
Spoiler:
Gift of Nocticula
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

Spoiler:
Temptation of Sorcery
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

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

Spoiler:
Demonic Horde
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Spoiler:
Compelling Offer
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

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

Spoiler:
Flaming Spear +1
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Spoiler:
Lance +1
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.

Spoiler:
Unholy Aspergillum +3
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite To Acquire:
Strength
Melee 9 If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Spoiler:
Scythe
Weapon B
Traits:
Scythe
Melee
Slashing
2-Handed
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.

Spells
Spoiler:
Protect
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Fire Shield
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10 Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

Spoiler:
Good Omen
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Bloodscent
Spell 1
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 6 Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Dragon's Breath
Spell 4
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 11 For your combat check, you may discard this card to use your Arcane skill + 3d6 and the Acid, Cold, Electricity, Fire, or Poison trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discaring it.

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

Spoiler:
Bejeweled Helm
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10 Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Imperial Army Greathelm
Armor 2
Traits:
Heavy Armor
Magic
Veteran To Acquire:
Constitution
Fortitude
Charisma 8 Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
Celestial Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10 At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Skinstitcher's Manual
Item 4
Traits:
Book
Magic
Corrupted
Mythic To Acquire:
Arcane
Craft
Divine
Knowledge 12 Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.

Spoiler:
Mist Horn
Item 1
Traits:
Object
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 9 Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

Spoiler:
Nectar of the Gods
Item B
Traits:
Liquid
Mythic To Acquire:
Wisdom
Divine 9 Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.

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

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

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

Spoiler:
Warhorse
Ally 2
Traits:
Animal
Mount
Elite To Acquire:
Wisdom
Survival 7 At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.

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

Spoiler:
Minotaur Mercenary
Ally 2
Traits:
Minotaur
Hireling
Elite To Acquire:
Banish a
weapon 0 On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

Spoiler:
Kimroth Otai
Ally 1
Traits:
Human
Fighter To Acquire:
Charisma
Diplomacy 7 Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

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

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

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

Spoiler:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Spoiler:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Top of Blessing Discard Pile:

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

Blessings Remaining: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 2 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 3 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 5 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 6 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 11 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 12 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 14 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #1: Abyssal Rift
Closed
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.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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

Abyssal Rift Card 2:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Abyssal Rift Card 3:
Pillar of Life
Spell 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 12 Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Abyssal Rift Card 4:
Incubus
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15 The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

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

Abyssal Rift Card 6:
Spite Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

Abyssal Rift Card 7:
Fiery Glare
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Location #2: Grinder
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

Grinder Card 1:
Man-Eating Aurochs
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 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.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Grinder Card 2:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Grinder Card 3:
Mad Knight
Monster 1
Traits:
Human
Cavalier
Veteran
To Defeat:
Combat 13 The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Grinder Card 4:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Grinder Card 5:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
Arcane
Divine 12
OR Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore.
While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

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

Grinder Card 7:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Location #3: Locust Shrine
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Ramexes/Merisal,

Locust Shrine Card 1:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Locust Shrine Card 2:
Glimmer of Hope
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Locust Shrine Card 3:
Commander's Field Plate
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 8 When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Location #4: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Nyctessa/agent_eclipse, None

Molten Pool Card 1:
Rallying Cry
Barrier B
Traits:
Task
Cache
To Defeat:
None 0 Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Molten Pool Card 2:
Spiked Pit Trap
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Molten Pool Card 3:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Molten Pool Card 4:
Heart of the Fane
Villain 4
Type: Barrier
Traits:
Obstacle
Demon
Abyssal
To Defeat:
Arcane
Divine 20 Before you act, each character must summon and encounter this adventure's servitor demon. If all characters defeat the demon, you may defeat Heart of the Fane by choosing a character to banish a non-Basic card that has the Divine trait; that character is dealt 1d6 Electricity damage.
If undefeated, and the location Grinder is open, the villain does not escape; instead, shuffle this card into the Grinder's location deck, and all characters there are moved to a random other location.

Molten Pool Card 5:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0 The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Molten Pool Card 6:
Archer's Bracers
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7 Reveal this card to add 2 to your Ranged combat check.

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

Molten Pool Card 8:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
Location #5: Befouled Altar
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Rapture of Rupture
At This Location: At the start of your turn, succeed at a Charisma or Diplomacy 8 check or move to a random location and you may not move during your move step.
When Closing: Summon and defeat the henchman Shamira.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Uliah/Akaitora, Drocha Swarm

Rapture of Rupture Card 1:
Drocha Swarm
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17 The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Rapture of Rupture Card 2:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Rapture of Rupture Card 3:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Rapture of Rupture Card 4:
Pitborn Scoundrel
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12 If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Rapture of Rupture Card 5:
Life Drain
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.


Box Runner

Corrected VIllain location. Since undefeated it moved to Grinder instead of escaping normally

During This Adventure:
Summoned Banes || Loot List

• In locations that have the Abyssal trait, ignore the Outsider trait on banes.
• The servitor demon is the henchman Vulture Demon.

Vulture Demon:
Vulture Demon
Henchman Monster 4

Traits
Outsider
Demon
Servitor

Check
Combat
19

Powers
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.

During This Scenario: • Characters at other locations cannot play cards or use powers
on your checks.

Turn: 13, Amaryllis/EmpTyger

Random Cards:

Monsters
Spoiler:
Wrecker Demon
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14 The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Spoiler:
Drake Rider
Monster 3
Traits:
Outsider
Demon
Fighter
AND
Dragon
To Defeat:
(Dragon)
Combat 21
THEN (Rider)
Combat 23 The Drake Rider is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check has the Force or Ranged traits, add 5 to your checks to defeat it.
If you fail a check to defeat the Drake Rider, you may reroll the dice; take the new result. If you do, the Drake Rider deals 1d4 Combat damage to you, then deals 1d4 Electricity damage to you.

Spoiler:
Toad Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28 The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

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

Spoiler:
Will-O'-Wisp
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14 All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

Barriers
Spoiler:
Abyssal Shortcut
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0 Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Spoiler:
Symbol of Insanity
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

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

Spoiler:
Temptation of Attraction
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

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

Weapons
Spoiler:
Lance +1
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1.

Spoiler:
Spirit Blade
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

Spoiler:
Skirmishing Spear
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

Spoiler:
Corrosive Dagger +1
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Spoiler:
Sawtooth Sabre +2
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

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

Spoiler:
Ice Strike
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Divine Blaze
Spell 4
Traits:
Magic
Divine
Attack
Fire To Acquire:
Wisdom
Divine 12 For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Dismissal
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8 For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Lend Mythic Path
Spell 4
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14 Discard this card to allow a character at your location to use a power on your mythic path card.
Discard this card and expend a mythic charge to use a power on another character's mythic path card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.

Armors
Spoiler:
Eagle Knight Dress Uniform
Armor 1
Traits:
Heavy Armor
Veteran To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

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

Spoiler:
Black Dragonhide Breastplate
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 9 Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Imperial Army Greathelm
Armor 2
Traits:
Heavy Armor
Magic
Veteran To Acquire:
Constitution
Fortitude
Charisma 8 Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Knight's Pennon
Item 2
Traits:
Object To Acquire:
Charisma
Diplomacy 9 When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

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

Spoiler:
Climber's Gloves
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom
Survival 12
OR Constitution
Fortitude 10 Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
After you shuffle a location deck, reveal this card to examine its top card.

Spoiler:
Pure Holy Water
Item 3
Traits:
Liquid
Magic
Divine To Acquire:
Craft
Wisdom
Divine 12 Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Spoiler:
Pure Holy Water
Item 3
Traits:
Liquid
Magic
Divine To Acquire:
Craft
Wisdom
Divine 12 Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Allies
Spoiler:
Celestial Unicorn
Ally 4
Traits:
Animal
Mount
Mythic To Acquire:
Wisdom
Survival 12
OR Charisma
Diplomacy 12 At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Bury this card to shuffle a number of random cards equal to your mythic charges from your discard pile into your deck.
Discard this card to explore your location, or to move to another location and explore it.

Spoiler:
Minotaur Mercenary
Ally 2
Traits:
Minotaur
Hireling
Elite To Acquire:
Banish a
weapon 0 On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

Spoiler:
Merchant Lord
Ally 4
Traits:
Human
Aristocrat To Acquire:
Charisma
Diplomacy 9 Discard this card to give any number of cards to another character.
Discard this card to explore your location.

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

Spoiler:
Apprentice
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

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

Spoiler:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 2 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 3 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 4 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 5 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 13 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 15 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 16 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Abyssal Rift
Closed
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.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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

Abyssal Rift Card 2:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Abyssal Rift Card 3:
Pillar of Life
Spell 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 12 Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Abyssal Rift Card 4:
Incubus
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15 The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

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

Abyssal Rift Card 6:
Spite Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

Abyssal Rift Card 7:
Fiery Glare
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Location #2: Grinder
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

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

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

Grinder Card 3:
Mad Knight
Monster 1
Traits:
Human
Cavalier
Veteran
To Defeat:
Combat 13 The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Grinder Card 4:
Man-Eating Aurochs
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 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.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Grinder Card 5:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Grinder Card 6:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Grinder Card 7:
Heart of the Fane
Villain 4
Type: Barrier
Traits:
Obstacle
Demon
Abyssal
To Defeat:
Arcane
Divine 20 Before you act, each character must summon and encounter this adventure's servitor demon. If all characters defeat the demon, you may defeat Heart of the Fane by choosing a character to banish a non-Basic card that has the Divine trait; that character is dealt 1d6 Electricity damage.
If undefeated, and the location Grinder is open, the villain does not escape; instead, shuffle this card into the Grinder's location deck, and all characters there are moved to a random other location.

Location #3: Locust Shrine
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Ramexes/Merisal,

Locust Shrine Card 1:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Locust Shrine Card 2:
Glimmer of Hope
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Locust Shrine Card 3:
Commander's Field Plate
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 8 When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Location #4: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, None

Molten Pool Card 1:
Rallying Cry
Barrier B
Traits:
Task
Cache
To Defeat:
None 0 Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Molten Pool Card 2:
Spiked Pit Trap
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Molten Pool Card 3:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Molten Pool Card 4:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite
To Defeat:
Combat 0 The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Molten Pool Card 5:
Archer's Bracers
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7 Reveal this card to add 2 to your Ranged combat check.

Molten Pool Card 6:
Cold Iron Longsword
Weapon 1
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Molten Pool Card 7:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_
Location #5: Befouled Altar
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Rapture of Rupture
At This Location: At the start of your turn, succeed at a Charisma or Diplomacy 8 check or move to a random location and you may not move during your move step.
When Closing: Summon and defeat the henchman Shamira.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Akaitora, Drocha Swarm

Rapture of Rupture Card 1:
Drocha Swarm
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17 The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Rapture of Rupture Card 2:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Rapture of Rupture Card 3:
Pitborn Scoundrel
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12 If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Rapture of Rupture Card 4:
Life Drain
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Ascension o'clock
Revealing Swallowtail Bracers
Arcane 10: 1d12 + 10 + 1 ⇒ (1) + 10 + 1 = 12
Mist Horn is recharged
Moving to Rapture of Rupture

The mist was dissipating. Amaryllis went back to Shamira while she waited for the horn to fill back up.

Exploring Rapture of Rupture 1: Drocha Swarm

Drocha Swarm:
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17 The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Discarding Swipe, recharging Apprentice
Combat 20-3=17 (21): 1d12 + 10 + 1d8 + 1d6 ⇒ (12) + 10 + (4) + (1) = 27
Drocha Swarm is banished. Revealing Swallowtail Bracers
Arcane 10: 1d12 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Swipe is recharged
There was a horde of spirits outside Shamira's lair, unfortunates who could not withstand her awesome presence. "Oh you poor souls!" But there wasn't anything the sorcerer could do for them. Blaine magically pushed them away, clearing an aisle for them to reenter Shamira's inner sanctum.

Ending turn. Resetting hand

Amaryllis wrote:

Hand: Blessing of Iomedae 1, Force Missile, Dimension Leap, Blessing of Iomedae 2, Swallowtail Bracers, Fiery Glare, Pit Gladiator 2, Frostbite,

Displayed:
Deck: 9 Discard: 6 Buried: 1
Notes:
Ask before using: 2 Blessings of Iomedae (+1 die/+2 dice if non-combat CHA); Dimension Leap (move Amaryllis to/from encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 4; Dimension Leap if Ramexes or Uliah would be using a mythic counter alone
Mythic Charges: 4

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[] When you play a Basic blessing, add a d12 in place of the normal die.

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

Die bumps: 3
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Uliah's Deck Handler

Beginning Uliah's turn under Blessing of Abraxas.

At the start of my turn, I resolve Rapture of Rupture's power.

Diplomacy 8: 1d8 + 6 ⇒ (4) + 6 = 10

During my move step, I will go to the Molten Pool to help Nyctessa clear it out.

Uliah joined Nyctessa at the Molten Pool. He was both worried about her companion getting hurt and what she might do if left unsupervised.

I explore to encounter Molten Pool Card 1: Rallying Cry! All of us draw an ally with a diplomacy CtA. There aren't enough of them in the random pile, so I'll pause for the BR to give us some random cards to try to acquire.


Box Runner

Ramexes/Merisial

Grizzled Mercenary:

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

Nyctessa/Agent Eclipse

Caravan Guard:

Ally B
Traits: Human Hireling Elite
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check. Banish this card to reduce Combat damage dealt to you by 3. Discard this card to explore your location.

Amaryllis/EmpTyger

Retainer:

Ally B
Traits: Elf Hireling
To Acquire: Charisma Diplomacy 4
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally. Discard this card to explore your location.

Uliah/Akaitora

Apprentice:

Ally B
Traits: Half-Elf
To Acquire: Arcane Divine Charisma Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check. Discard this card to explore your location.


Uliah's Deck Handler

It looks like Nyctessa is the only one who doesn't auto-succeed at her CtA (though she is very close! and I might be missing something), so I will continue below within a spoiler in case we somehow fail to acquire the 4th ally.

Spoiler:

Uliah saw a group of cultists from the group they fought before approaching them, though this time they seemed to come in peace. Wary of their intentions, she decided to show them the Everlight's mercy and give them the benefit of doubt.

Turns out they are also just trying to escape this hellish place, and offer Uliah and the rest of the party intel and help in approaching and disabling the Heart of the Fane so that all of them can escape.

Uliah agrees, and an divine magic practitioner joins him. "This way Mr. Uliah. It is the shortest path through the Molten Pools."

I discard apprentice to explore and encounter Molten Pool Card 2: Spiked Pit Trap. I will discard my Blessing of Sarenrae to add a die to my Wisdom Check.

CtD Wisdom 11: 2d10 + 3 ⇒ (6, 10) + 3 = 19

The path was indeed shorter, but Uliah barely manages to avoid a spiked pit trap that had been concealed in the path. In the eyes of the apprentice he was able to see that it was as much of a surprise to her than it was to him, so he thanked Sarenrae for guiding his step and kept going.

Since I defeated the barrier, I explore again and encounter Card 3: Ash Giant Thug! Yes! For the combat check, I will reveal and discard my Blancher to add 4d6+4 to the check (and all 6's rolled count as 7). I will also reveal my Bound Elemental to add 1d4+1. Since I revealed a weapon, I get to add my Wisdom modifier to the check (+3).

CtD Combat Melee 27: 1d6 + 7 + 4d6 + 4 + 1d4 + 1 + 3 ⇒ (4) + 7 + (3, 6, 1, 2) + 4 + (4) + 1 + 3 = 35

Uliah's patience and trust is rewarded as the apprentice leads the party out of the molten pools safely. But just as they thought they were safe, a Giant Ash Thug ambushes them. Uliah, however, is not one to let his guard down and manages to protect the entourage whilst defeating the giant, who was now about to fall down into a nearby mana pool.

"Uliah! Watch out for the lava!"

Reflexively, Uliah summoned to his aid a fire elemental to stand in the way of the lava wave the giant's fall caused.

I will bury my Bound Elemental to reduce Fire Damage dealt to me to 0. I will then attempt to recharge it instead of burying it.

Check to recharge Bound Elemental, Divine 12: 1d10 + 6 ⇒ (10) + 6 = 16

Uliah came out of it unscathed, and the summoned Fire Elemental was happy to find itself in a warm, cozy place. Thankful for Sarenrae's blessed luck, he stopped for a second to offer his prayers.

Molten Pool is now closed.. I'll end my turn here.

Uliah wrote:

Hand: Fortified Breastplate, Codex of Conversations, Dragonbane Greatsword + 2, Augury, Blessing of the Qi Zhong (ADV 3), Renewal,

Displayed:
Deck: 6 Discard: 12 Buried: 1
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4, or against Villain at my location + ADV. Number.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above."
Mythic Charges: 2 Sideboard cards:

Skills and Powers:
SKILLS

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

Hand Size 5 [X]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [x] or an ally) to add 1d4 ( [X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.
When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand ( [ ] and at the start of your turn), draw the displayed card.
When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier
<Power 5>

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


Box Runner

still need CtA rally cry ally from Nyctessa

During This Adventure:
Summoned Banes || Loot List

• In locations that have the Abyssal trait, ignore the Outsider trait on banes.
• The servitor demon is the henchman Vulture Demon.

Vulture Demon:
Vulture Demon
Henchman Monster 4

Traits
Outsider
Demon
Servitor

Check
Combat
19

Powers
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.

During This Scenario: • Characters at other locations cannot play cards or use powers
on your checks.

Turn: 15, Ramexes/Merisal

Random Cards:

Monsters
Spoiler:
Berbalang
Monster 2
Traits:
Undead
Incorporeal
To Defeat:
Combat 18 The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.

Spoiler:
Drocha Swarm
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17 The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Spoiler:
Carrion Golem
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14 The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

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

Spoiler:
Greater Shadow
Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22 The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_

Barriers
Spoiler:
Rallying Cry
Barrier B
Traits:
Task
Cache
To Defeat:
None 0 Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Spoiler:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

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

Spoiler:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Spoiler:
Temptation of Invincibility
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Weapons
Spoiler:
Cold Iron Mace +1
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

Spoiler:
Scythe
Weapon B
Traits:
Scythe
Melee
Slashing
2-Handed
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.

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

Spoiler:
Unholy Aspergillum +3
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite To Acquire:
Strength
Melee 9 If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Spoiler:
Lance
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Spells
Spoiler:
Protect
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Ice Strike
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Ghost Wolf
Spell 4
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 12 Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.

Spoiler:
Good Omen
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Charm Monster
Spell 2
Traits:
Magic
Arcane
Divine
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Armors
Spoiler:
Eagle Knight Dress Uniform
Armor 1
Traits:
Heavy Armor
Veteran To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Spoiler:
Ebon Thorn
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 12 Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Padded Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Gossamer Shrouds
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 7 If you are the only character at your location, before you act, you may discard this card to evade a non-villain monster you encounter.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Sniper's Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Stealth 8 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Almanac
Item 1
Traits:
Book
Elite To Acquire:
Intelligence
Knowledge 7 Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

Spoiler:
Abyssal Traveler's Kit
Item B
Traits:
Tool To Acquire:
Intelligence
Knowledge 7 Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.

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

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

Spoiler:
Belt of Charging
Item 4
Traits:
Accessory
Magic To Acquire:
Strength
Melee 11 If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.

Allies
Spoiler:
Minotaur Mercenary
Ally 2
Traits:
Minotaur
Hireling
Elite To Acquire:
Banish a
weapon 0 On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

Spoiler:
Bat
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Spoiler:
Retainer
Ally B
Traits:
Elf
Hireling To Acquire:
Charisma
Diplomacy 4 Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Spoiler:
Merchant Lord
Ally 4
Traits:
Human
Aristocrat To Acquire:
Charisma
Diplomacy 9 Discard this card to give any number of cards to another character.
Discard this card to explore your location.

Spoiler:
Scribe
Ally 2
Traits:
Human
Hireling To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

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

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

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

Top of Blessing Discard Pile:

Blessing of Deskari:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 2 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 3 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 11 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 13 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 14 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Abyssal Rift
Closed
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.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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

Abyssal Rift Card 2:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Abyssal Rift Card 3:
Pillar of Life
Spell 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 12 Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Abyssal Rift Card 4:
Incubus
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15 The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

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

Abyssal Rift Card 6:
Spite Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

Abyssal Rift Card 7:
Fiery Glare
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Location #2: Grinder
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

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

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

Grinder Card 3:
Mad Knight
Monster 1
Traits:
Human
Cavalier
Veteran
To Defeat:
Combat 13 The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Grinder Card 4:
Man-Eating Aurochs
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 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.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Grinder Card 5:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Grinder Card 6:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Grinder Card 7:
Heart of the Fane
Villain 4
Type: Barrier
Traits:
Obstacle
Demon
Abyssal
To Defeat:
Arcane
Divine 20 Before you act, each character must summon and encounter this adventure's servitor demon. If all characters defeat the demon, you may defeat Heart of the Fane by choosing a character to banish a non-Basic card that has the Divine trait; that character is dealt 1d6 Electricity damage.
If undefeated, and the location Grinder is open, the villain does not escape; instead, shuffle this card into the Grinder's location deck, and all characters there are moved to a random other location.

Location #3: Locust Shrine
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal,

Locust Shrine Card 1:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Locust Shrine Card 2:
Glimmer of Hope
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Locust Shrine Card 3:
Commander's Field Plate
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 8 When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Location #4: Molten Pool
Closed
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Nyctessa/agent_eclipse, Uliah/Akaitora, None

Location #5: Befouled Altar
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Rapture of Rupture
At This Location: At the start of your turn, succeed at a Charisma or Diplomacy 8 check or move to a random location and you may not move during your move step.
When Closing: Summon and defeat the henchman Shamira.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Drocha Swarm

Rapture of Rupture Card 1:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Rapture of Rupture Card 2:
Pitborn Scoundrel
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12 If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Rapture of Rupture Card 3:
Life Drain
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah's turn)
Revealing Swallowtail Bracers

CHA 4: 1d12 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Retainer is acquired
The halfling greeted a young elf who was inspired by the warpriest. "Hiya, I'm Amaryllis. Let's be friends!"

Dark Archive

Deck Handler

Mine is auto-pass as well with Binder's Tome. 2 dice and + 6 bonus is minimum 8.


Remember kill a monster examine next 3 cards deck handler

Ramexes auto acquired the grizzled mercenary and heads to the rapture of rupture

He casts major cure on amaryllis cards healed: 1d4 + 1 ⇒ (4) + 1 = 5

healing soulshear from his own discard pile

recharge major cure 10: 1d10 + 8 ⇒ (5) + 8 = 13

he explores and finds an Ash giant thug

combat 27: 3d8 + 3d4 + 10 ⇒ (8, 7, 4) + (2, 1, 1) + 10 = 33 discarding rapier burying veteran and recharging cure to add fire trait and a dice

Encounters Shamira

"you know me. You know Amaryllis. You have this place and we will head off to where we belong"

diplomacy 16: 3d10 + 9 ⇒ (7, 4, 6) + 9 = 26discards amaryllis blessing of Iomedae

With a coy smile Shamira lets them go But Ramexes can't shake the feeling he is being played

"

Ramexes Haruspex wrote:

Hand: Frog, Clockwork butterfly, Blessing of Milani, Black robe, Blessing of pharasma, Crocodile skin armour,

, "
Displayed:
Deck: 10 Discard: 5 Buried: 3
Notes: Shirt reroll used
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +3
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card (X or top 2 cards) (□ or 3cards) of your (□ or any) location deck (X4and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [X3 ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck)
<Power 5>

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

Especially when he realises he has no weapon to hand as he leaves


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Ramexes's turn)
Pit Gladiator, Incanter, Blessing of the Gods, Merchant Lord, Boots of Elvenkind are cured

Amaryllis felt all warm. "Yay, Ramexes is here too. Group hug!"

Amaryllis wrote:

Hand: Retainer, Force Missile, Dimension Leap, Blessing of Iomedae 2, Swallowtail Bracers, Fiery Glare, Pit Gladiator 2, Frostbite,

Displayed:
Deck: 14 Discard: 2 Buried: 1
Notes:
Ask before using: Blessing of Iomedae (+1 die/+2 dice if non-combat CHA); Dimension Leap (move Amaryllis to/from encounter)
Can use without asking: Blessing if would recharge; Blessing for Boon 4; Dimension Leap if Ramexes or Uliah would be using a mythic counter alone
Mythic Charges: 4

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[] When you play a Basic blessing, add a d12 in place of the normal die.

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

Die bumps: 3
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Box Runner

During This Adventure:
Summoned Banes || Loot List

• In locations that have the Abyssal trait, ignore the Outsider trait on banes.
• The servitor demon is the henchman Vulture Demon.

Vulture Demon:
Vulture Demon
Henchman Monster 4

Traits
Outsider
Demon
Servitor

Check
Combat
19

Powers
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.

During This Scenario: • Characters at other locations cannot play cards or use powers
on your checks.

Turn: 16, Nyctessa/agent_eclipse

Random Cards:

Monsters
Spoiler:
Salamander
Monster 2
Traits:
Outsider
To Defeat:
Combat 15 All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

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

Spoiler:
Vampire Spawn
Monster B
Traits:
Undead
Elite
To Defeat:
Combat 13 The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.
When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_

Spoiler:
Carrion Golem
Monster B
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14 The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Spoiler:
Pitborn Scoundrel
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12 If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Barriers
Spoiler:
Crazed Cultists
Barrier 1
Traits:
Skirmish
Cultist
Elite
To Defeat:
None 0 Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Spoiler:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

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

Spoiler:
Abyssal Shortcut
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0 Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Spoiler:
Demonic Horde
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Weapons
Spoiler:
Marksman's Bow
Weapon 2
Traits:
Bow
Ranged
Piercing
Magic
Veteran To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Spoiler:
Stalker's Crossbow
Weapon 4
Traits:
Bow
Ranged
Piercing
Magic
Corrupted To Acquire:
Dexterity
Ranged 11 If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.

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

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

Spoiler:
Force Shortbow +1
Weapon 1
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Spells
Spoiler:
Steal Soul
Spell 3
Traits:
Magic
Arcane
Divine
Attack To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10 When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Spoiler:
Heat Metal
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7 Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Trap or Lock trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Restore Mythic Power
Spell 3
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

Spoiler:
Life Drain
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

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

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

Spoiler:
Eagle Knight Dress Uniform
Armor 1
Traits:
Heavy Armor
Veteran To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Spoiler:
Ghoul Hide
Armor 1
Traits:
Light Armor
Magic
Corrupted
Elite To Acquire:
Constitution
Fortitude
Craft 7 If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Expeditious Chain Mail
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Acrobatics 9 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Full Plate
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5 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.

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

Spoiler:
Belt of Charging
Item 4
Traits:
Accessory
Magic To Acquire:
Strength
Melee 11 If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.

Spoiler:
Wand of Paralyze
Item B
Traits:
Wand
Attack
Magic
Arcane
Divine
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck.
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it.

Spoiler:
Silver Raven Figurine
Item B
Traits:
Object
Magic
Elite To Acquire:
Intelligence
Arcane
Craft 7 Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.

Spoiler:
Almanac
Item 1
Traits:
Book
Elite To Acquire:
Intelligence
Knowledge 7 Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.

Allies
Spoiler:
Apprentice
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

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

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

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

Spoiler:
Belthis Loumis
Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9 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.

Blessings
Spoiler:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Spoiler:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

Top of Blessing Discard Pile:

Blessing of Deskari:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Remaining: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 2 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 5 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 10 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 12 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 13 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Abyssal Rift
Closed
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.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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

Abyssal Rift Card 2:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Abyssal Rift Card 3:
Pillar of Life
Spell 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 12 Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Abyssal Rift Card 4:
Incubus
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15 The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

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

Abyssal Rift Card 6:
Spite Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

Abyssal Rift Card 7:
Fiery Glare
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Location #2: Grinder
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

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

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

Grinder Card 3:
Mad Knight
Monster 1
Traits:
Human
Cavalier
Veteran
To Defeat:
Combat 13 The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Grinder Card 4:
Man-Eating Aurochs
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 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.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Grinder Card 5:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Grinder Card 6:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Grinder Card 7:
Heart of the Fane
Villain 4
Type: Barrier
Traits:
Obstacle
Demon
Abyssal
To Defeat:
Arcane
Divine 20 Before you act, each character must summon and encounter this adventure's servitor demon. If all characters defeat the demon, you may defeat Heart of the Fane by choosing a character to banish a non-Basic card that has the Divine trait; that character is dealt 1d6 Electricity damage.
If undefeated, and the location Grinder is open, the villain does not escape; instead, shuffle this card into the Grinder's location deck, and all characters there are moved to a random other location.

Location #3: Locust Shrine
At This Location: When you encounter a barrier, before you act, summon and encounter the henchman Derakni, subtracting 2 from each die in any checks against it.
When Closing: Succeed at a Dexterity or Stealth 11 check.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:

Locust Shrine Card 1:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Locust Shrine Card 2:
Glimmer of Hope
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Locust Shrine Card 3:
Commander's Field Plate
Armor 2
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 8 When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Location #4: Molten Pool
Closed
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Nyctessa/agent_eclipse, Uliah/Akaitora, None

Location #5: Befouled Altar
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Rapture of Rupture
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/EmpTyger, Ramexes/Merisal,

Dark Archive

Deck Handler

Move to and Explore Abyssal Rift Card 1: Temptation of Favor

Spoiler:

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

Random Blessing 1-3 are all B. Not taking 1.

Recharging Bound Lantern Archon to rearrange my top 3 cards and draw Blessing of The Archdevils.

Discarding Blessing of The Archdevils to Explore Card 2: Blessing of Ascension.

Auto-Acquire and Discard to Explore Card 3: Pillar of Life

Spoiler:

Spell 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 12 Display this card next to your location. While displayed, each character at that location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Any character at that location may shuffle 1d4+1 random cards from his discard pile into his deck instead of the first exploration of his turn. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt ta Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Requesting Ram's Blessing of Milani for a rough 70% chance..
Wisdom 12: 1d8 + 2d8 ⇒ (7) + (2, 3) = 12 Got it! Barely but still got it.

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Vulture Demon 4, Pillar of Life, Binder's Tome, Hungering Staff, Transmogrify, Ice and Fire, Derakni B,

Displayed:
Deck: 15 Discard: 7 Buried: 0
Notes: Transmogrify: (My Location) Display next to a monster. Reduce difficulty of checks by my Arcane Skill+1d6.
Mythic Charges: 4 Sideboard cards:


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Blessing 1: Ascension o'clock
Moving to Locust Shrine
Exploring Locust Shrine 1: Ash Giant Thug

Ash Giant Thug:
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Discarding Blessing of Iomedae, revealing Swallowtail Bracers
Arcane 18: 3d12 + 10 + 1 ⇒ (5, 1, 3) + 10 + 1 = 20
Ash Giant Thug is banished
"Goodbye Shamira!" Amaryllis took her leave of the succubus lord and returned to the locust shrine. A big lumbering ash giant was standing guard, but the sorcerer recognized the charm spell it was under. She dispelled the magic and the giant lumbered away.

Closing Locust Shrine: Revealing and recharging Swallowtail Bracers
DEX 11: 2d8 + 2 + 1 ⇒ (2, 7) + 2 + 1 = 12
Locust Shrine is closed
The giant's heavy footfalls disturbed the locusts. The entire structure began filling up with vermin! Amaryllis activated her magic bracers and wings appeared from her wrists. The halfling deftly fluttered up to safety. She looked down at shrine, stuffed floor to ceiling with locusts. "No way could anything be alive in that!"

Ending turn. Resetting hand

(At the start of Uliah's turn)
Recharging Banner of Valor to recharge Blessing of Iomedae

Up in the air, Amaryllis waved the banner triumphantly.

Amaryllis wrote:

Hand: Retainer, Force Missile, Dimension Leap, Banner of Valor, Boots of Elvenkind, Fiery Glare, Pit Gladiator 2, Frostbite,

Displayed:
Deck: 15 13 Discard: 2 3 Buried: 1
Notes:
Ask before using: Dimension Leap (move Amaryllis to/from encounter)
Can use without asking: Dimension Leap if Ramexes or Uliah would be using a mythic counter alone
Mythic Charges: 4

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[] When you play a Basic blessing, add a d12 in place of the normal die.

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

Die bumps: 3
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Box Runner

During This Adventure:
Summoned Banes || Loot List

• In locations that have the Abyssal trait, ignore the Outsider trait on banes.
• The servitor demon is the henchman Vulture Demon.

Vulture Demon:
Vulture Demon
Henchman Monster 4

Traits
Outsider
Demon
Servitor

Check
Combat
19

Powers
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.

During This Scenario: • Characters at other locations cannot play cards or use powers
on your checks.

Turn: 18, Uliah/Akaitora

Random Cards:

Monsters
Spoiler:
Demonic Fly
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13 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.

Spoiler:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Spoiler:
Giant Amoeba
Monster B
Traits:
Ooze
Aquatic
Elite
To Defeat:
Combat 10
OR Dexterity 7 The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_

Spoiler:
Crocodile
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.
This reptile lunges out of the placid water with shocking speed_

Spoiler:
Worm Demon
Monster B
Traits:
Outsider
Undead
Demon
To Defeat:
Combat 10 The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Worn demons inhabit and control the corpses of dead humanoids_

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

Spoiler:
Rallying Cry
Barrier B
Traits:
Task
Cache
To Defeat:
None 0 Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

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

Spoiler:
Glimmer of Hope
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

Spoiler:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Weapons
Spoiler:
Corrosive Dagger +1
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Spoiler:
Quarterstaff of Vaulting
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Finesse
Magic
Elite To Acquire:
Strength
Melee 9
OR Acrobatics 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Recharge this card to automatically succeed at your Acrobatics check.
Discard this card to put the second card of your location deck on top of your location deck.

Spoiler:
Unholy Aspergillum +3
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite To Acquire:
Strength
Melee 9 If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

Spoiler:
Stalker's Crossbow
Weapon 4
Traits:
Bow
Ranged
Piercing
Magic
Corrupted To Acquire:
Dexterity
Ranged 11 If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.

Spoiler:
Demonbane Light Crossbow +1
Weapon 1
Traits:
Bow
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Demon trait, add another 1d8.
If proficient with weapons, dicard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is against a bane that has the Demon trait.

Spells
Spoiler:
Lend Mythic Path
Spell 4
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14 Discard this card to allow a character at your location to use a power on your mythic path card.
Discard this card and expend a mythic charge to use a power on another character's mythic path card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.

Spoiler:
Charm Monster
Spell 2
Traits:
Magic
Arcane
Divine
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Spoiler:
Terraform
Spell 4
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 13 When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

Spoiler:
Heat Metal
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7 Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Trap or Lock trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Ghost Wolf
Spell 4
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 12 Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.

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

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

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

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

Spoiler:
Full Plate
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5 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.

Items
Spoiler:
Lymirin Discourses
Item 2
Traits:
Book
Iomedae To Acquire:
Wisdom
Divine 9 Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

Spoiler:
Tome of Physical Might
Item 4
Traits:
Book
Magic To Acquire:
Strength
Dexterity
Constitution 13 Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

Spoiler:
Horn of Assured Victory
Item 2
Traits:
Instrument
Magic To Acquire:
Constitution
Fortitude 7 Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Spoiler:
Tome of Mental Prowess
Item 3
Traits:
Book
Magic To Acquire:
Intelligence
Wisdom
Charisma 13 Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

Spoiler:
Horn of Assured Victory
Item 2
Traits:
Instrument
Magic To Acquire:
Constitution
Fortitude 7 Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Allies
Spoiler:
Scribe
Ally 2
Traits:
Human
Hireling To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.

Spoiler:
Retainer
Ally B
Traits:
Elf
Hireling To Acquire:
Charisma
Diplomacy 4 Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Spoiler:
Apprentice
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Spoiler:
Warhorse
Ally 2
Traits:
Animal
Mount
Elite To Acquire:
Wisdom
Survival 7 At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.

Spoiler:
Bat
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Blessings
Spoiler:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

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

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

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

Spoiler:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Top of Blessing Discard Pile:

Blessing of Shelyn:
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 12

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 3 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 10 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 11 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Abyssal Rift
Closed
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.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, None

Abyssal Rift Card 1:
Incubus
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 15 The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
Before you act, another character at your location summons and encounters this adventure's servitor demon.
In undefeated, banish an ally that does not have the Animal trait.

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

Abyssal Rift Card 3:
Spite Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

Abyssal Rift Card 4:
Fiery Glare
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Location #2: Grinder
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

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

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

Grinder Card 3:
Mad Knight
Monster 1
Traits:
Human
Cavalier
Veteran
To Defeat:
Combat 13 The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Grinder Card 4:
Man-Eating Aurochs
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 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.
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Grinder Card 5:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Grinder Card 6:
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Grinder Card 7:
Heart of the Fane
Villain 4
Type: Barrier
Traits:
Obstacle
Demon
Abyssal
To Defeat:
Arcane
Divine 20 Before you act, each character must summon and encounter this adventure's servitor demon. If all characters defeat the demon, you may defeat Heart of the Fane by choosing a character to banish a non-Basic card that has the Divine trait; that character is dealt 1d6 Electricity damage.
If undefeated, and the location Grinder is open, the villain does not escape; instead, shuffle this card into the Grinder's location deck, and all characters there are moved to a random other location.
Location #3: Locust Shrine
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/EmpTyger,

Location #4: Molten Pool
Closed
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Akaitora, None

Location #5: Befouled Altar
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Rapture of Rupture
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal,


Uliah's Deck Handler

Starting Uliah's turn under Blessing of Shelyn. I take 1 point of Fire Damage because of Molten Pool's at this location power. I discard my Codex of Conversations for it.

Even as they were leaving the molten pools, the radiant heat emanating from that place was taking its toll in Uliah, who was wearing heavy armor.

I will then move to the Grinder. Before my move step ends, I will use Augury to look for Monsters. I examine Card 1: Telekinesis Trap , Card 2: Blessing of Abadar and Card 3:Mad Knight. I put Mad Knight at the bottom of the location, and Grinder is shuffled..

Recharge Augury, Divine 8: 1d10 + 6 ⇒ (2) + 6 = 8

Once they were completely out of the Molten Pools, Uliah's group arrived at the Grinder. Not wanting to be taken by surprise, Uliah prepared a divination spell to scry what was ahead. He saw a small shrine with runic markings all over place...glyphs perhaps, and what looked to be another human walking frantically in circles, likely driven mad by this horrible place. Uliah guided the group so that they could avoid confrontation with the man.

Then, at the end of my move step, I will use my power to recharge Blessing of Qi Zhong to recharge a random card from my discard pile: Blessing of Abadar. Finally, I will use my free explore:

Uliah's energy and resolve was beginning to run low, so he took a moment to pray and center himself before continuing.

Random card to explore, ignoring 3: 1d7 ⇒ 4

I encounter Card 4: Man-eating Aurochs. Uliah handily auto-defeats the Combat 11 check, but needs to end his turn.

A stampeding auroch approached the group. It was enough for Uliah to draw his sword and interpose himself between the beast and the group, however, to scare the beast away.

"Let's take a moment to rest here. We'll continue shortly."

Uliah wrote:

Hand: Find Traps, Fortified Breastplate, Dancing Scimitar +2, Dragonbane Greatsword + 2, Bound Lantern Archon (ADV 2), Renewal,

Displayed:
Deck: 6 Discard: 12 Buried: 1
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4, or against Villain at my location + ADV. Number.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above."
Mythic Charges: 2 Sideboard cards:

Skills and Powers:
SKILLS

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

Hand Size 5 [X]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [x] or an ally) to add 1d4 ( [X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.
When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand ( [ ] and at the start of your turn), draw the displayed card.
When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier
<Power 5>

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


Remember kill a monster examine next 3 cards deck handler

Blessing of Nethys for Ramaeces he heads to the grinder and explores 1d5 ⇒ 2 adding two if above 3

Blessing of Abadar declined

Discarding Frog to explore

1d4 ⇒ 2 adding 3 if above 2

Buries frog to put trap at bottom of deck

Recharges clockwork butterfly to examine next card

1d3 ⇒ 2 adding 4 if above 2

Not an ally or blessing so no free explore

Grinder has

1 Ash Giant Thug

2 Fane / Telekinesis trap

3 Fane / Telekinesis trap

4 Mad Knight

5 Poison spiked pit trap

Ramexes ends his turn

Ramexes Haruspex wrote:

Hand: Flaming scimitar +1, Find traps, Blessing of Milani, Black robe, Blessing of pharasma, Crocodile skin armour,

Displayed:
Deck: 9 Discard: 5 Buried: 4
Notes: Shirt reroll used
Mythic Charges: 4 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +4
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +4
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card (X or top 2 cards) (□ or 3cards) of your (□ or any) location deck (X4and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [X3 ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck)
<Power 5>

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

I believe the abyssal rift would have flipped at the end of Nyctessas last turn So abyssal rift is open?

Dark Archive

Deck Handler

Hand Update before starting.

Nyctessa wrote:

Hand: Vulture Demon 4, Binder's Tome, Hungering Staff, Transmogrify, Ice and Fire,

Displayed:
Deck: 15 Discard: 7 Buried: 0
Notes: Transmogrify: (My Location) Display next to a monster. Reduce difficulty of checks by my Arcane Skill+1d6.
Mythic Charges: 4 Sideboard cards:

Let's get this thing closed.

Explore Abyssal Rift Card 1: Incubus

Spoiler:

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

Knowledge 11 Check Auto-pass. (1d10+4+4+2)
Discard Ice and Fire. Reveal Binder's Tome.
Combat 15 Check Auto-pass. (1d10+4+4+2+2d8+3+1d4+4d4)
Arcane 12: 1d10 + 4 + 4 + 2 ⇒ (10) + 4 + 4 + 2 = 20 Defeated/Acquired. Ice Chemist shuffled into deck.

End Turn. Reset Hand.
Abyssal Rift flipped back.

Nyctessa wrote:

Hand: Incubus 2, Blessing of Nethys, Binder's Tome, Hungering Staff, Transmogrify, Animated Zombie, Animated Skeleton,

Displayed:
Deck: 16 Discard: 6 Buried: 0
Notes: Transmogrify: (My Location) Display next to a monster. Reduce difficulty of checks by my Arcane Skill+1d6.
Mythic Charges: 4 Sideboard cards:


Box Runner

During This Adventure:
Summoned Banes || Loot List

• In locations that have the Abyssal trait, ignore the Outsider trait on banes.
• The servitor demon is the henchman Vulture Demon.

Vulture Demon:
Vulture Demon
Henchman Monster 4

Traits
Outsider
Demon
Servitor

Check
Combat
19

Powers
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.

During This Scenario: • Characters at other locations cannot play cards or use powers
on your checks.

Turn: 21, Amaryllis/EmpTyger

Random Cards:

Monsters
Spoiler:
Filth Demon
Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22 The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.

Spoiler:
Berbalang
Monster 2
Traits:
Undead
Incorporeal
To Defeat:
Combat 18 The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.

Spoiler:
Demonic Fly
Monster 1
Traits:
Vermin
Demon
To Defeat:
Combat 13 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.

Spoiler:
Peryton
Monster 1
Traits:
Aberration
To Defeat:
Combat 14 If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_

Spoiler:
Pitborn Scoundrel
Monster B
Traits:
Pitborn
Demon
Rogue
Elite
To Defeat:
Combat 12 If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Barriers
Spoiler:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Spoiler:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Spoiler:
Mythic Glyph
Barrier 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14 Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.

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

Spoiler:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Weapons
Spoiler:
Unholy Aspergillum +3
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite To Acquire:
Strength
Melee 9 If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8.

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

Spoiler:
Rod of the Viper
Weapon 3
Traits:
Mace
Melee
Bludgeoning
Magic
Corrupted
Elite To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait.
Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage.

Spoiler:
Cold Iron Mace +1
Weapon 2
Traits:
Mace
Melee
Bludgeoning
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4.

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

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

Spoiler:
Charm Monster
Spell 2
Traits:
Magic
Arcane
Divine
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 When a character attempts a combat check against a monster, bury this card to draw a random monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Spoiler:
Restore Mythic Power
Spell 3
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead.

Spoiler:
Good Omen
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Lend Mythic Path
Spell 4
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 14 Discard this card to allow a character at your location to use a power on your mythic path card.
Discard this card and expend a mythic charge to use a power on another character's mythic path card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 14 or Divine 16 check to recharge this card instead of discarding it.

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

Spoiler:
Magic Scale Mail
Armor B
Traits:
Heavy Armor
Magic
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Steel Shield
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.

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

Spoiler:
Celestial Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10 At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Talisman of Good
Item 3
Traits:
Accessory
Magic
Divine
Mythic To Acquire:
Divine 11 Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.

Spoiler:
Climber's Gloves
Item 4
Traits:
Accessory
Magic To Acquire:
Wisdom
Survival 12
OR Constitution
Fortitude 10 Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
After you shuffle a location deck, reveal this card to examine its top card.

Spoiler:
Wand of Cancellation
Item 1
Traits:
Wand
Magic
Arcane To Acquire:
Intelligence
Arcane 9 When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Spoiler:
Lyre of Storms
Item 4
Traits:
Instrument
Magic
Mythic To Acquire:
Charisma
Divine 12 Recharge this card to add 1d4 and the Electricity trait to any combat check by a character at your location; ignore a bane's immunity to the Electricity trait for that check.
Discard this card at the end of a turn and expend a mythic charge to allow any number of other characters to move.

Spoiler:
Manual of War
Item 1
Traits:
Book To Acquire:
Melee
Ranged 8 Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

Allies
Spoiler:
Wolf
Ally 2
Traits:
Animal To Acquire:
Wisdom
Survival 8 Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.

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

Spoiler:
Caravan Guard
Ally B
Traits:
Human
Hireling
Elite To Acquire:
Bury an armor
OR Charisma
Diplomacy 8 Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Spoiler:
Bat
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Spoiler:
Minotaur Mercenary
Ally 2
Traits:
Minotaur
Hireling
Elite To Acquire:
Banish a
weapon 0 On your first combat check of the turn, recharge this card to add 1d8.
Discard this card to explore your location.
After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game.

Blessings
Spoiler:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

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

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

Spoiler:
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Top of Blessing Discard Pile:

Blessing of Pulura:
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 9

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 5 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Abyssal Rift
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: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, None

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

Abyssal Rift Card 2:
Spite Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

Abyssal Rift Card 3:
Fiery Glare
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Location #2: Grinder
At This Location: Begin the scenario with this side up. If you acquire a boon, flip this card.
When Closing: Summon and defeat the henchman Ash Giant Thug.
When Permanently Closed: All characters at this location move to another location, then banish the Grinder.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Ramexes/Merisal, Uliah/Akaitora, None

Grinder Card 1 (Ash Giant Thug):
Ash Giant Thug
Henchman 4
Type: Monster
Traits:
Giant
Barbarian
To Defeat:
Combat 27
OR Arcane
Divine 18 The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
No Ash Giant would willingly guard a portal to the Abyss_ Thankfully, that's not a problem_

Grinder Card 2:
Heart of the Fane
Villain 4
Type: Barrier
Traits:
Obstacle
Demon
Abyssal
To Defeat:
Arcane
Divine 20 Before you act, each character must summon and encounter this adventure's servitor demon. If all characters defeat the demon, you may defeat Heart of the Fane by choosing a character to banish a non-Basic card that has the Divine trait; that character is dealt 1d6 Electricity damage.
If undefeated, and the location Grinder is open, the villain does not escape; instead, shuffle this card into the Grinder's location deck, and all characters there are moved to a random other location.

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

Grinder Card 4 (Mad Knight):
Mad Knight
Monster 1
Traits:
Human
Cavalier
Veteran
To Defeat:
Combat 13 The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Grinder Card 5 (Poison Spiked Pit Trap):
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Location #3: Locust Shrine
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/EmpTyger,

Location #4: Molten Pool
Closed
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Befouled Altar
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Rapture of Rupture
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Pulura o’clock
Moving to Abyssal Rift
Exploring Abyssal Rift 1: Blessing of Abadar

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

DEX 6: 1d8 + 2 ⇒ (7) + 2 = 9
Blessing of Abadar is acquired
Amaryllis joined Nyctessa at the rift. “I think I see a magic key inside. Maybe that will help us get out?” The halfling dexterously fished out the holy token.

Discarding Retainer to explore Abyssal Rift 2: Spite Demon

Spite Demon:

Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

Servitor Demon: 1d6 ⇒ 1
Summoning Vulture Demon.
Vulture Demon:
Henchman Monster 4

Traits
Outsider
Demon
Servitor
Check
Combat
19
Powers
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.


Nyctessa displays Transmogrify
Difficulty decrease: 1d10 + 10 + 1d6 ⇒ (9) + 10 + (3) = 22
Nyctessa reveals Binder’s Tome
Combat 19-22=-3: 1d6 + 4 ⇒ (6) + 4 = 10
Vulture Demon is banished. Nyctessa must recharge or discard Transmogrify.
Discarding Fiery Glare. Nyctessa reveals Binder’s Tome
Combat 22: 1d12 + 10 + 2d4 + 1d4 ⇒ (7) + 10 + (4, 3) + (4) = 28
Spite Demon is banished. Nyctessa reveals Binder’s Tome
Arcane 10: 1d12 + 10 + 1d4 ⇒ (5) + 10 + (4) = 19
Fiery Glare is recharged
Amaryllis’s new retainer gave a warning. “Something angry is coming through the rift!” It was actually two somethings. One was another of those vulture beasts. Except... Nyctessa was doing something to it, and it just fell away Amaryllis flicked it.
The sorcerer turned to the spite demon. “Why are you so angry? You wouldn’t dare act that way if Shamira was here!” Amaryllis’s eyes glowed with the same fire of the succubus lord, and the demon withered away.

Discarding Pit Gladiator to explore Abyssal Rift 3: Fiery Glare

Fiery Glare:
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Nyctessa reveals Binder’s Tome
Arcane 8: 1d12 + 10 + 1d4 ⇒ (2) + 10 + (2) = 14
Fiery Glare is acquired
Shamira’s champion clapped enthusiastically. “Encore, encore! A most worthy spectacle!” Amaryllis was so happy that they were enjoying her performance! She drew oh he fiery energy again, this time shootin off fireworks with her reddened eyes.

Ending turn. Abyssal Rift flips to closed. Resetting hand
(At Uliah’s 1st encounter)
Discarding Dimension Leap to move to Grinder. Using 1 mythic counter

Arcane 12: 1d20 + 10 ⇒ (9) + 10 = 19
Dimension Leap is recharged. Uliah gains 1 mythic counter
The two mages resealed the rift. “You stay here and keep it closed. I’ll go take this key to help the others!” Without waiting for a reply, the halfling marshal dimension doored to Uliah’s side. “I’m here to help!”

Amaryllis wrote:

Hand: Fiery Glare 2, Force Missile, Dimension Leap, Blessing of Abadar, Boots of Elvenkind, Pit Gladiator 1, Wall of Fire, Frostbite,

Displayed:
Deck: 15 14 Discard: 4 Buried: 1
Notes:
Ask before using:
Can use without asking: Blessing of Abadar on Villain (+2 dice to defeat barrier)
Mythic Charges: 3 4

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [X] 7  [X] 8
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[] When you play a Basic blessing, add a d12 in place of the normal die.

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

Die bumps: 3
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Uliah's Deck Handler

"Your help is most appreciated Amaryllis, as always"

Starting Uliah's turn under Blessing of Torag.

Amaryllis shared with Uliah that the Heart of the Fane was hidden somewhere within the building he had just arrived at, which the demons called "The Grinder". The party, however, wasn't entirely sure of how deep into the complex the heart was.

"Sarenrae, please grant me the knowledge needed for my group to succeed"

I'm going to cast Renewal. Uliah draws his Wand of Flying into his hand. Amaryllis can draw a card if she wants. Then, I will use my Bound Lantern Archon to look at the top 3 cards of my deck. They are Hrilga Shield-Maiden, Bound Elemental and Augury. I put Augury in my hand and leave the other 2 in the order they are in.

Check to recharge Bound Lantern Archon, Divine 10: 1d10 + 6 ⇒ (10) + 6 = 16

At the end of my Move Step, I will recharge the Wand of Flying to recharge a random card from my discard pile: Blessing of Gozreh. Then, I will cast Augury, looking for Barriers. I examine Card 1: Ash Giant Thug , Card 2: Heart of the Fane and Card 3: Telekinesis Trap. I put Heart of the Fane on top of the deck, followed by Telekinesis Trap. The rest of the cards are shuffled.

Recharge Augury, Divine 8: 1d10 + 6 ⇒ (5) + 6 = 11

Uliah opens his eyes suddenly. "I've seen it! Follow me!"

He guides the party through the complex, avoiding the Ash Giant Thug guards. After a short while, they are standing before the reddish-black rift known as the Heart of the Fane.

Before they could approach it, however, a group of Vulture Demons descended upon the party. They would have to defeat them before they could continue.

I'm going to use my free explore to encounter The Heart of the Fane. Everyone needs to encounter a Vulture Demon. Here's my check.

BYA Constitution 9 (revealing Fortified Breastplate): 1d6 + 3 ⇒ (4) + 3 = 7
Combat, Melee 19 (discarding a Mythic Charge): 1d20 + 8 ⇒ (13) + 8 = 21

Amaryllis gains a Mythic Charge. Then, depending on whether everyone else defeats their Vulture Demon or not, I will either banish my Find Traps to defeat the Heart of the Fane or try to defeat it in the spoiler below...

Spoiler:

I will my Find Traps. Ramexes' Find Traps and Amaryllis' Blessing of Abadar to add a total of 6 dice to my check against the Heart of the Fane.

CtD Divine 20: 7d10 + 6 ⇒ (4, 4, 8, 2, 7, 8, 3) + 6 = 42

Either way, we win!


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(During Uliah’s turn)
Summoning Vulture Demon

Vulture Demon:
Henchman Monster 4

Traits
Outsider
Demon
Servitor
Check
Combat
19
Powers
The Vulture Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Constituion or Fortitude 9 check or you may not play boons that have the Attack trait or weapons during this encounter.
If undefeated, each character at your location is dealt 1d4+1 Electricity damage.


Fortitude 9: 1d8 + 4 ⇒ (3) + 4 = 7
Discarding Boots of Elvenkind to reroll
Fortitude 9: 1d8 + 4 ⇒ (2) + 4 = 6
Burying Pit Gladiator, using 3 mythic counters
Combat 19: 1d20 + 2d20 + 3 ⇒ (20) + (13, 1) + 3 = 37
Vulture Demon is banished. Pit Gladiator is recharged. Ramexes gains 1 mythic counter
Amaryllis wasn’t able to get a spell off before the vulture demon grabbed her. But one of the gladiator twins joined the grapple. Amaryllis orchestrated a brutal tag team, pummeling the demon repeatedly. While the gladiator lofted the defeated demon in a feat of showmanship, Amaryllis took up a flanking position to support Ramexes.

Amaryllis wrote:

Hand: Fiery Glare 2, Force Missile, Blessing of Abadar, Wall of Fire, Frostbite,

Displayed:
Deck: 16 Discard: 5 Buried: 1
Notes:
Ask before using:
Can use without asking: Blessing of Abadar on Villain (+2 dice to defeat barrier)
Mythic Charges: 1

Skills and Powers:

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

Powers:
Favored Card: Spell
Hand Size 6 [X] 7  [X] 8
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[] When you play a Basic blessing, add a d12 in place of the normal die.

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

Die bumps: 3
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Remember kill a monster examine next 3 cards deck handler

Ramexes encounters his vulture demon

constitution 9: 1d8 + 1 ⇒ (7) + 1 = 8

so close
recharging blessing of milani to add 1d8 and fire discarding 2 mythic charges

combat 19: 2d20 + 5 + 3 + 3 ⇒ (15, 14) + 5 + 3 + 3 = 40

Ulliah gains a mythic charge

Ramexes Haruspex wrote:

Hand: Flaming scimitar +1, Find traps, Black robe, Blessing of pharasma, Crocodile skin armour,

Displayed:
Deck: 10 Discard: 5 Buried: 4
Notes: Shirt reroll used
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +3
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card (X or top 2 cards) (□ or 3cards) of your (□ or any) location deck (X4and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [X3 ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck)
<Power 5>

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

Dark Archive

Deck Handler

Off-Turn: Recharging Transmogrify.
Arcane 16: 1d10 + 4 + 4 + 2 ⇒ (9) + 4 + 4 + 2 = 19

Off-Turn: Encountering Vulture Demon.
Can't pass Fortitude Check.
Reveal Binder's Tome. Banish Incubus. Discard Blessing of Nethys.
Combat 19: 1d6 + 1d4 + 2d4 + 1d4 ⇒ (3) + (4) + (1, 3) + (1) = 12 Hand discarded to damage.

Sucks to encounter one of those without my Shadow Barbs.

Nyctessa wrote:

Hand:

Displayed:
Deck: 18 Discard: 10 Buried: 0
Notes: Transmogrify: (My Location) Display next to a monster. Reduce difficulty of checks by my Arcane Skill+1d6.
Mythic Charges: 4 Sideboard cards:


Box Runner

Development:
As you pass into the rift, the source of the powerful good aura
becomes apparent. A band of heroes f lying the banner of
Queen Galfrey is righteously battling its way through demonic
hordes to get into the Abyss. These worthies have different faces
and clothing than your stalwart band, but they share your goals:
they’re fighting to shutter the Worldwound in the queen’s name.

Your companions call to them, but the chaotic battlefield
complicates communication. You get through just in time as
the rift collapses, transforming into a stone wall behind you.

Waiting for you beyond the sealed rift is Queen Galfrey,
holding the Lexicon of Paradox that you helped secure. She is
finishing a ritual to dispel evil and close the rift permanently.
“Praise be to the Inheritor!” she shouts, and there is a great cheer
from the assemblage of warriors behind her. “We assumed you
were lost forever!” You assure her that reports of your demise
were greatly exaggerated, but there’s no heart in your jest. You
are banged up and drained from your time in the Abyss.

“Come, gather close,” she says. “We sent another cadre of
heroes into the Abyss to seal the Worldwound from the inside.
We’ll use the Lexicon to close it from here. Our victory is in
sight, thanks to you. We can only hope that they will fare as
well as you have.” Fare as well as you have? You would not wish
that fate on your fiercest enemy.

Despite the weariness that plagues you, you take heart in the
queen’s spirit. Renewed in your resolve, you prepare for your
final push against the demons of the Abyss.

Scenario Reward:
• Each character chooses item or ally and draws a card of that type from the box. This would be a random card of that type from your class deck box
• Each player chooses one of her Pathfinder Society RPG characters. That character may treat her Fame score as 5 higher
when purchasing weapons that have the negating property.

Adventure Reward:
• For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace 1 item in her deck
with the loot Scale of Cloudwalking. At the end of each scenario, return the loot to the game box.
• You may redeem 1 loot card listed on the Redemption card that a reward allows you to temporarily add to your deck.
(Note the redeemed card on your Chronicle sheet instead of checking it off on the Redemption card.) Only Fasciculus Labyrinthum is corrupted currently. I will mark this as redeemed for everyone unless they opt-out.

Tier reward:
tier rewards: I’ve bolded the one where most of the party is at.
Characters completing their first scenario at their tier earn a skill feat
Characters completing their second scenario at their tier earn a power feat
Characters completing their third scenario at their tier do not earn a feat
Characters completing their fourth scenario at their tier earn a card feat
Characters completing their fifth scenario at their tier do not earn a feat
Characters completing their sixth scenario at their tier do not earn a feat

Deck Upgrades:
Pit Gladiator (Ally 4)
Pit Gladiator (Ally 4)
Merchant Lord (Ally 4)

Blessing of Ascension (Blessing B)
Blessing of Ascension (Blessing B)
Blessing of Abadar (Blessing B)
Blessing of Ascension (Blessing B)
Blessing of Ascension (Blessing B)
Blessing of Iomedae (Blessing B)
Blessing of Ascension (Blessing B)
Blessing of Ascension (Blessing B)
Blessing of Abadar (Blessing B)
Blessing of the Starsong (Blessing 3)

Boomcrown (Item 4)

Fiery Glare (Spell B)
Fiery Glare (Spell B)
Unearthly Aim (Spell 2)
Dismissal (Spell 2)
Cape of Wasps (Spell 4)

Go to discussion and do the following:
1. roll for your reward random card, say what it is and whether you will keep it.
2. Roll for any deck upgrades


Box Runner

HERALD’S VENGEANCE
You are back home, but home isn’t the place you left.

The demeanor of Queen Galfrey seems cheery, but you fear
she is broken at the core. While you were in the Abyss, the
Storm Lord Khorramzadeh broke the wardstones and attacked the
righteous city of Kenabres, destroying its guardian silver dragon,
Terendelev. The demons were beaten back, but the city is now in
ruins. The loss of such a prominent citadel held by the forces of
good means that this crusade might be the last. The Worldwound
must be sealed.

After you were drawn into the Abyss, presumably lost in the
same manner as the Herald of Iomedae, she sent her last weapon
into that foul place. A party of mythic adventurers entered the
Grinder, and they’re still battling its way through the Abyss, but
the queen cannot communicate with them. If all goes according
to plan, they’ll follow your lead and blaze through the demonic
armies until they can find the Herald.

And if everything goes according to plan, they’ll survive like
you did.

But you cannot rest. After your departure through the Midnight
Fane, the Defiled One, the demon Shamira, and Baphomet’s
daughter Hepzamirah all had reasons to suspect that the queen had
resources far beyond what they expected. If Queen Galfrey’s heroes
were that mighty, they could conceivably seal the Worldwound
from inside the Abyss. All three—especially Hepzamirah—have
reasons to see that fate averted. So while they’re hunting down the
other band of heroes, this foul trio has set another dastardly plan
in motion. They want to destroy the Lexicon of Paradox on your side
of the rift, acting in the name of Baphomet himself.

To avoid this catastrophe, Queen Galfrey is teleporting back
to the safety of Lastwall. She will take the Lexicon back with her,
hoping to study it and learn its secrets. In the meantime, you must
keep the demons’ attention focused on you.

You have a quest to undertake. The Herald of Iomedae is
still missing. He was kidnapped at the battle of Raliscrad, and
presumably, he was taken into the Abyss. The queen has received
a vision from Iomedae that the Herald is still alive, though he is
definitely the worse for the wear. You must discover where he has
been imprisoned and by whom, so you can avenge his loss. And
you should do it loudly, so all the demons know.

Your goal is to find Ylleshka, the twelve-armed ophidian demon
who kidnapped the Herald. She must know where he is and if
he can be saved. Ylleshka was sighted leading a troop of demons
to Pulura’s Fall, deep in the Worldwound. You must lead an
expedition there to defeat her. If you can, you will lift the centurylong
siege, and the crusaders will cheer your victory throughout
the realm. Along the way, you can clean up other sites of demonic
infestation, discouraging the forces of the Abyss from returning to
plague your lands.

For Kenabres! For the queen! For the world! It is time to avenge
the Herald and bring this invasion to an end!


Box Runner

1-5A: DRYAD DUST
You are venturing deep into the Wounded Lands, and
everybody knows it. As long as the forces of the Abyss are
focused on you, they won’t marshal against Queen Galfrey
as she investigates the secrets of the Lexicon of Paradox.

Crossing the West Sellen River from Mendev, you’ll make
your first stand in the Winged Wood. The serene name of this
place feels inappropriate now, as the wood’s fey residents are no
longer as carefree as they once were before the cataclysm. For
the last century, the forest has been under the domain of the
succubus Zelmisdria and her green dragon consort Azrivauxus.
Zelmisdria once enjoyed the romantic favor of the Storm Lord
Khorramzadeh, who broke Kenabres’s defenses in your absence.

A century ago, a legion of brimoraks moved into the forest
and made it their home. These new residents were particularly
unsettling to the faerie denizens of the wood, who have been
twisted into depraved versions of their former selves.

Shadowy creatures now skulk in the woods, furtively watching
as you trudge along a meager trail. As you hike further, you see
lights in the distance, and soon, the darkness is reclaimed by a
blaze of flickering illumination. Smoke wafts on a warm breeze.
At the center of the region, the Winged Wood is perpetually
on fire. A sea of ash and wastes surrounds a twenty-mile swath
of smoldering trees. After the brimoraks set the forest ablaze,
Zelmisdria entrapped and corrupted the woodland dryads,
keeping their trees alive but burning for a century. The constant
pain has tortured and broken the dryads’ will, as howls and
screams echo through the once placid forest.

This abomination shall not stand any longer. Zelmisdria may
laugh from atop her dragon’s back, but she will not laugh for
long. Today is the last day of the rest of her life.

Villain:

Zelmisdria and Azrivauxus:

Villain 5
Type: Monster
Traits: AND Demon Dragon Mythic Outsider
To Defeat: Combat 40 THEN Combat 32
Zelmisdria and Azrivauxus are immune to the Acid, Electricity, and Poison traits.
While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing.
Before you act, randomly choose a location that is occupied by the greatest number of characters. Each character at that location must attempt a Dexterity or Acrobatics 13 check. Each character that succeeds is dealt 2 Acid damage; each character that fails is dealt 1d4+1 Acid damage and expends 1d4 mythic charges.

Henchman:
Fiendish Tree:

Henchman 5
Type: Monster
Traits: Plant Demon Veteran
To Defeat: Combat 13
The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Treachery Demon.

Treachery Demon:

Henchman 5
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

During This Scenario: • All damage dealt by the Fiendish Tree is Fire damage.
• When you defeat a Fiendish Tree, you may recharge a random card
from your discard pile. Then you may recharge a card to immediately
attempt to close the location the Fiendish Tree came from.

Turn: 1, Ramexes/Merisal

Random Cards:

Monsters
Spoiler:
Corruption Demon
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25 The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Spoiler:
Horned Demon
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 26 The Horned Demon is immune to the Electricity and Poison traits.
Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.
These hulking beasts are often employed as slavers, harem keepers, and mercenaries_

Spoiler:
Blasphemy Demon
Monster 4
Traits:
Outsider
Demon
To Defeat:
Combat 21
OR Wisdom 13 The Blasphemy Demon is immune to the Electricity and Poison traits. If you play a boon that has the Divine trait in a check against the Blasphemy Demon, bury it.
If undefeated, banish a weapon, an item, or an armor that has the highest adventure deck number from your discard pile.
If you played a boon to examine this card, bury the boon.

Spoiler:
Demonic Cyclops
Monster 5
Traits:
Outsider
Demon
Giant
To Defeat:
Combat 28 The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.
They say a cyclops's eye can see the future_ This one obviously didn't like what it saw_

Spoiler:
Alderpash's Ghoul
Monster 5
Traits:
Undead
Ghoul
To Defeat:
Combat 23 Alderpash's Ghoul is immune to the Mental and Poison trait.
Before you act, succeed at an Intelligence or Arcane 14 check or each character at your location is dealt 1d4+1 Combat damage.
If undefeated, end your turn.

Barriers
Spoiler:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Spoiler:
Rallying Cry
Barrier B
Traits:
Task
Cache
To Defeat:
None 0 Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Spoiler:
Gift of Nocticula
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

Spoiler:
Blood of Eustoyriax
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.

Spoiler:
Mythic Glyph
Barrier 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14 Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.

Weapons
Spoiler:
Planar Crossbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Spoiler:
Skirmishing Spear
Weapon 3
Traits:
Spear
Ranged
Piercing
Magic
Mythic
Veteran To Acquire:
Dexterity
Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location.

Spoiler:
Sword of Subtlety
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2, or 3d6+3 if you have the Stealth skill. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Keen Scythe +2
Weapon 5
Traits:
Scythe
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

Spoiler:
Traitor's Blade
Weapon 5
Traits:
Knife
Ranged
Piercing
Magic
Corrupted To Acquire:
Dexterity
Ranged 13 If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

Spells
Spoiler:
Terraform
Spell 4
Traits:
Magic
Arcane
Divine
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 13 When a character attempts to temporarily close a location, you may discard this card; that character automatically succeeds.
When a character attempts to permanently close a location, you may discard this card and expend a mythic charge; that character automatically succeeds.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

Spoiler:
Ghost Wolf
Spell 4
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 12 Display this card next to any character card. While displayed, that character may recharge a card at the end of her turn to move; you may discard this card to add 1d8 to any combat check at that character's location.
When you would discard this card for its power, if you do not have the Arcane skill, banish it instead; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discaring it.

Spoiler:
Dismissal
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8 For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Cape of Wasps
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Refuge
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane 13
OR Wisdom
Divine 9 Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.

Armors
Spoiler:
Black Dragonhide Breastplate
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 9 Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Expeditious Chain Mail
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Acrobatics 9 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Celestial Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10 At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Ebon Thorn
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 12 Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Decemvirate Helm
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to ignore a non-villain monster's power that happens before you act.
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.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Planar Tuning Fork
Item 2
Traits:
Tool
Magic To Acquire:
Intelligence
Knowledge 10 While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

Spoiler:
Book of the Damned
Item 5
Traits:
Book
Magic
Divine
Corrupted To Acquire:
Banish a blessing 0 Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Spoiler:
Horn of Assured Victory
Item 2
Traits:
Instrument
Magic To Acquire:
Constitution
Fortitude 7 Bury this card when a character at your location encounters a monster. Add 1d4 to all checks against that monster during this encounter; if the monster is defeated, that character may either draw 1 card or recharge 1 card.
Discard this card to add 1d4 to any check to defeat a bane that has the Army trait by a character at your location; if proficient iwth heavy armors, recharge this card instead of discarding it.

Spoiler:
Wand of Sacred Weapon
Item 2
Traits:
Wand
Attack
Divine
Magic To Acquire:
Wisdom
Divine 10 For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Spoiler:
Manual of War
Item 1
Traits:
Book To Acquire:
Melee
Ranged 8 Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

Allies
Spoiler:
Animal Tamer
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9 Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Quadnys Orlun
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

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

Spoiler:
Pit Gladiator
Ally 4
Traits:
Human
Warrior To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12 Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.

Spoiler:
Kamilo Dann
Ally 2
Traits:
Human
Soldier To Acquire:
None 0 When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
Discard this card to add 1d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

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

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

Spoiler:
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Spoiler:
Blessings Deck Card 4 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 9 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 10 /
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Spoiler:
Blessings Deck Card 11 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 14 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 20 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 21 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 23 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 24 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 26 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 28 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29 /
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Location #1: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Dark Forest Card 1:
Pauldrons of Unflinching Fortitude
Armor 5
Traits:
Heavy Armor
Magic
Mythic To Acquire:
Constitution
Fortitude 13 Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Dark Forest Card 2:
Wrecker Demon
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14 The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Dark Forest Card 3:
Abyssal Shortcut
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0 Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Dark Forest Card 4:
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Dark Forest Card 5:
Retainer
Ally B
Traits:
Elf
Hireling To Acquire:
Charisma
Diplomacy 4 Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Dark Forest Card 6:
Chaos Stone
Item 5
Traits:
Object
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Dark Forest Card 7:
Scorching Ray
Spell 1
Traits:
Magic
Arcane
Attack
Fire To Acquire:
Intelligence
Arcane 6 For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Dark Forest Card 8:
Drocha Swarm
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17 The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Dark Forest Card 9:
Shocking Lance +1
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

Dark Forest Card 10:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Location #2: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Eagle Rock Card 2:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8 If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Eagle Rock Card 3:
Swordbreaker
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Eagle Rock Card 4:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Eagle Rock Card 5:
Salamander
Monster 2
Traits:
Outsider
To Defeat:
Combat 15 All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Eagle Rock Card 6:
Wrecker Demon
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14 The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Eagle Rock Card 7:
Rapier of Puncturing
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.

Eagle Rock Card 8:
Gargoyle
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14 If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_

Eagle Rock Card 9:
Temptation of Invincibility
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Eagle Rock Card 10:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Location #3: Wounded Lands
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: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Wounded Lands Card 1:
Scizore +3
Weapon 4
Traits:
Scizore
Shield
Melee
Piercing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

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

Wounded Lands Card 3:
Imperial Army Greathelm
Armor 2
Traits:
Heavy Armor
Magic
Veteran To Acquire:
Constitution
Fortitude
Charisma 8 Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Wounded Lands Card 4:
Book of the Damned
Item 5
Traits:
Book
Magic
Divine
Corrupted To Acquire:
Banish a blessing 0 Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Wounded Lands Card 5:
Groaning Gate
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16 If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Wounded Lands Card 6:
Tarry Fiend
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21 The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_

Wounded Lands Card 7:
Zelmisdria and Azrivauxus
Villain 5
Type: Monster
Traits:
AND
Demon
Dragon
Mythic
Outsider
To Defeat:
Combat 40
THEN Combat 32 Zelmisdria and Azrivauxus are immune to the Acid, Electricity, and Poison traits.
While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing.
Before you act, randomly choose a location that is occupied by the greatest number of characters. Each character at that location must attempt a Dexterity or Acrobatics 13 check. Each character that succeeds is dealt 2 Acid damage; each character that fails is dealt 1d4+1 Acid damage and expends 1d4 mythic charges.

Wounded Lands Card 8:
Umbral Dragon
Monster 4
Traits:
Dragon
Mythic
To Defeat:
Combat 24
THEN Combat 24 The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

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

Wounded Lands Card 10:
Sin Seeker
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0 The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
Location #4: Canyon
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: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Canyon Card 1:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Canyon Card 2:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Canyon Card 3:
Riftwarden
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence
Knowledge 7
OR Diplomacy 10 Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Canyon Card 4:
Bastion of the Inheritor
Armor 5
Traits:
Shield
Offhand
Magic
Divine
Iomedae
Mythic To Acquire:
Constitution
Fortitude 10 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by an amount equal to your number of mythic charges; you may also recharge a card that has the Iomedae trait to reduce all damage by that amount. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Canyon Card 5:
Dominion Scientist
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15 Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_

Canyon Card 6:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Canyon Card 7:
Will-O'-Wisp
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14 All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

Canyon Card 8:
Peryton
Monster 1
Traits:
Aberration
To Defeat:
Combat 14 If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_

Canyon Card 9:
Stalker's Crossbow
Weapon 4
Traits:
Bow
Ranged
Piercing
Magic
Corrupted To Acquire:
Dexterity
Ranged 11 If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.

Canyon Card 10:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

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

Cavern Card 1:
Salamander
Monster 2
Traits:
Outsider
To Defeat:
Combat 15 All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Cavern Card 2:
Planar Crossbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Cavern Card 3:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Cavern Card 4:
Demon Armor
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cavern Card 5:
Pit Gladiator
Ally 4
Traits:
Human
Warrior To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12 Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.

Cavern Card 6:
Skinstitcher's Manual
Item 4
Traits:
Book
Magic
Corrupted
Mythic To Acquire:
Arcane
Craft
Divine
Knowledge 12 Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.

Cavern Card 7:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Cavern Card 8:
Corruption Demon
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25 The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Cavern Card 9:
Spiked Pit Trap
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Cavern Card 10:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Location #6: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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

Molten Pool Card 2:
Temptation of Attraction
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Molten Pool Card 3:
Nahyndrian Elixer
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic To Acquire:
Intelligence
Craft
Knowledge 10 Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Molten Pool Card 4:
Maze Tapestry
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15 If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Molten Pool Card 5:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Molten Pool Card 6:
Disrupting Warhammer
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Molten Pool Card 7:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Molten Pool Card 8:
Gargoyle
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14 If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_

Molten Pool Card 9:
Spite Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

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


Remember kill a monster examine next 3 cards deck handler

Ramexes will start at the cavern

Ramexes Haruspex wrote:

Hand: Imp, Reveller, Waayfarer, Harbinger disciple, Soulshear, Major cure,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"Notes:
"
Mythic Charges: 5 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +5
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card (X or top 2 cards) (□ or 3cards) of your (□ or any) location deck (X4and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [X3 ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck)
<Power 5>

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

Ooh look the reveller is hoping to meat the beatles


Uliah's Deck Handler

Uliah will begin at the Wounded Lands.

Uliah wrote:

Hand: Blessing of Pharasma (ADV 1), Codex of Conversations, Wand of Flying, Renewal, Blessing of the Qi Zhong (ADV 3), Grave Tender (ADV 2),

Displayed:
Deck: 13 Discard: 0 Buried: 0
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4, or against Villain at my location + ADV. Number.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above."
Mythic Charges: 3 Sideboard cards:

Skills and Powers:
SKILLS

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

Hand Size 5 [X]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [x] or an ally) to add 1d4 ( [X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.
When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand ( [ ] and at the start of your turn), draw the displayed card.
When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier
<Power 5>

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

Dark Archive

Deck Handler

Oh I do not like these locations. I will start at Dark Woods since I get to filter there.

Nyctessa wrote:

Hand: Binder's Tome, Cleric of Nethys, Blessing of Qi Zhong, Ice and Fire, Blessing of Baphomet, Blessing of The Master of Masters, Transmogrify,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Plenty of Blessings and Transmogrify available. Binder's Tome if at my location.
Mythic Charges: 4 Sideboard cards:

Although with this hand I may move to Eagle Rock.

Grand Lodge

It is the hour of Nethys

Ramexes explores the caver and finds a salamander

Salamander meet mythic empowered soulshear what aramour were you working on

Black dragon hide Armour 4

Discard Imp drawing 2 cards Crocodile skin armour and cure

Dicard reveeler encountering weapon 5 (Annoyingly dex based)

Discard wayfarer to find arboreal blight Bury reveller to avoid

Discard harbinger to explore again 1d8 + 2 ⇒ (7) + 2 = 9


Remember kill a monster examine next 3 cards deck handler

Continuing his turn Ramexes fails to spot the poisoned pit trap and falls in

combat damage: 1d4 + 1 ⇒ (1) + 1 = 2

Recharges crocdile skin armour to negate the damage and end my turn

"

Ramexes Haruspex wrote:

Hand: Find traps, Black robe,

, Soulshear, Major cure, Black Dragonhide Breastplate, Cure, "
Displayed:
Deck: 11 Discard: 3 Buried: 1
"Notes:
"
Mythic Charges: 5 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +5
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card (X or top 2 cards) (□ or 3cards) of your (□ or any) location deck (X4and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [X3 ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck)
<Power 5>

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

if i had remebered to scout ahead after defeating salamander discard wayfarer to encounter weapon 5:

dexterity 11: 4d6 ⇒ (4, 4, 1, 5) = 14 Including a blessing


Box Runner

I just placed Amaryllis, but she is welcome to still post her starting location and hand for whatever location she'd like

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Treachery Demon.

Treachery Demon:

Henchman 5
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

During This Scenario: • All damage dealt by the Fiendish Tree is Fire damage.
• When you defeat a Fiendish Tree, you may recharge a random card
from your discard pile. Then you may recharge a card to immediately
attempt to close the location the Fiendish Tree came from.

Turn: 2, Nyctessa/agent_eclipse

Random Cards:

Monsters
Spoiler:
Mist Horror
Monster 3
Traits:
Outsider
Elemental
Incorporeal
To Defeat:
Combat 20 The Mist Horror is immune to the Electricity and Ranged traits. If the check to defeat has the Cold trait, add 1d8, and reduce all damage dealt to you by this monster to 0.
If the check to defeat does not have the Magic trait, the Mist Horror is undefeated.
After you act, shuffle this card into a random open location, then move to a random location.

Spoiler:
Putrid Ooze
Monster 4
Traits:
Ooze
Aquatic
To Defeat:
Combat 22
OR Dexterity 16 The Putrid Ooze is immune to the Acid, Fire, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, add 1d8.
Before you act, each character at your location must succeed at a Dexterity or Stealth 11 check or be dealt 1d4+1 Acid damage. Armors may not be banished to reduce this damage.
If this morass of putrid ooze couldn't move, your chances of survival would dramatically increase_

Spoiler:
Lost Soul
Monster 3
Traits:
Undead
To Defeat:
Combat 19 The Lost Soul is immune to the Electricity, Mental, and Poison traits.
If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card.
This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_

Spoiler:
Greater Shadow
Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22 The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_

Spoiler:
Berbalang
Monster 2
Traits:
Undead
Incorporeal
To Defeat:
Combat 18 The Berbalang is immune to the Mental and Poison traits.
If defeated and the check to defeat the Berbalang does not have the Magic trait, succeed at a Wisdom or Perception 11 check or the Berbalang is undefeated.
If undefeated, discard the top card of your deck.

Barriers
Spoiler:
Rallying Cry
Barrier B
Traits:
Task
Cache
To Defeat:
None 0 Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Spoiler:
Symbol of Insanity
Barrier 3
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Spoiler:
Compelling Offer
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

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

Spoiler:
Groaning Gate
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16 If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Weapons
Spoiler:
Anarchy Hammer
Weapon 4
Traits:
Hammer
Melee
Bludgeoning
Magic
Corrupted
Mythic To Acquire:
Strength
Melee 16 If this card has the Corrupted trait, the difficulty of checks using this weapon against a bane that has the Demon trait increases by 5.
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally expend a mythic charge to add another 2d6 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Sawtooth Sabre +2
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
Veteran To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.

Spoiler:
Spellbreaker
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic To Acquire:
Strength
Melee
Arcane
Divine 16 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Spoiler:
Demonbane Longsword +2
Weapon 4
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. Add another 1d8 if the bane has the Demon trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Marksman's Bow
Weapon 2
Traits:
Bow
Ranged
Piercing
Magic
Veteran To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

Spells
Spoiler:
Fire Shield
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10 Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.
At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

Spoiler:
Death's Touch
Spell 5
Traits:
Magic
Arcane
Divine
Attack To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Steal Soul
Spell 3
Traits:
Magic
Arcane
Divine
Attack To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 10 When a character at your location defeats a monster that is not immune to the Attack trait, display this card next to your deck to add 1d4 to your checks while displayed. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.

Spoiler:
Breath of Life
Spell 5
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 13 Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

Spoiler:
Good Omen
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Spellcaster's Shield
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude
Arcane
Divine 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Ebon Thorn
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 12 Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Celestial Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10 At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Bejeweled Helm
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10 Recharge this card to add 1d6 and the Fire trait to your combat checks.
Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Exorcism Kit
Item B
Traits:
Tool
Veteran To Acquire:
Wisdom
Divine 8 Recharge this card to add the Magic trait to any check by a character at your location.
Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it.

Spoiler:
Manual of War
Item 1
Traits:
Book To Acquire:
Melee
Ranged 8 Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

Spoiler:
Wand of Cancellation
Item 1
Traits:
Wand
Magic
Arcane To Acquire:
Intelligence
Arcane 9 When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

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

Spoiler:
Pure Holy Water
Item 3
Traits:
Liquid
Magic
Divine To Acquire:
Craft
Wisdom
Divine 12 Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

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

Spoiler:
Quadnys Orlun
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

Spoiler:
Kimroth Otai
Ally 1
Traits:
Human
Fighter To Acquire:
Charisma
Diplomacy 7 Recharge this card and another ally to draw a card.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

Spoiler:
Pegasus
Ally 3
Traits:
Animal
Mount To Acquire:
Wisdom
Survival 11 At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.

Spoiler:
Merchant Lord
Ally 4
Traits:
Human
Aristocrat To Acquire:
Charisma
Diplomacy 9 Discard this card to give any number of cards to another character.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

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

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

Spoiler:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Spoiler:
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Top of Blessing Discard Pile:

Blessing of Sarenrae:
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 28

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Spoiler:
Blessings Deck Card 3 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 5 /
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 6 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 9 /
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Spoiler:
Blessings Deck Card 10 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 13 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 19 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 20 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 22 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 23 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 25 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 27 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 28 /
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Location #1: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, None

Dark Forest Card 1:
Pauldrons of Unflinching Fortitude
Armor 5
Traits:
Heavy Armor
Magic
Mythic To Acquire:
Constitution
Fortitude 13 Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Dark Forest Card 2:
Wrecker Demon
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14 The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Dark Forest Card 3:
Abyssal Shortcut
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0 Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Dark Forest Card 4:
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Dark Forest Card 5:
Retainer
Ally B
Traits:
Elf
Hireling To Acquire:
Charisma
Diplomacy 4 Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Dark Forest Card 6:
Chaos Stone
Item 5
Traits:
Object
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Dark Forest Card 7:
Scorching Ray
Spell 1
Traits:
Magic
Arcane
Attack
Fire To Acquire:
Intelligence
Arcane 6 For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Dark Forest Card 8:
Drocha Swarm
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17 The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Dark Forest Card 9:
Shocking Lance +1
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

Dark Forest Card 10:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Location #2: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, None

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

Eagle Rock Card 2:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8 If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Eagle Rock Card 3:
Swordbreaker
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Eagle Rock Card 4:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Eagle Rock Card 5:
Salamander
Monster 2
Traits:
Outsider
To Defeat:
Combat 15 All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Eagle Rock Card 6:
Wrecker Demon
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14 The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Eagle Rock Card 7:
Rapier of Puncturing
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.

Eagle Rock Card 8:
Gargoyle
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14 If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_

Eagle Rock Card 9:
Temptation of Invincibility
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Eagle Rock Card 10:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Location #3: Wounded Lands
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: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Akaitora, None

Wounded Lands Card 1:
Scizore +3
Weapon 4
Traits:
Scizore
Shield
Melee
Piercing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

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

Wounded Lands Card 3:
Imperial Army Greathelm
Armor 2
Traits:
Heavy Armor
Magic
Veteran To Acquire:
Constitution
Fortitude
Charisma 8 Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Wounded Lands Card 4:
Book of the Damned
Item 5
Traits:
Book
Magic
Divine
Corrupted To Acquire:
Banish a blessing 0 Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Wounded Lands Card 5:
Groaning Gate
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16 If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Wounded Lands Card 6:
Tarry Fiend
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21 The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_

Wounded Lands Card 7:
Zelmisdria and Azrivauxus
Villain 5
Type: Monster
Traits:
AND
Demon
Dragon
Mythic
Outsider
To Defeat:
Combat 40
THEN Combat 32 Zelmisdria and Azrivauxus are immune to the Acid, Electricity, and Poison traits.
While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing.
Before you act, randomly choose a location that is occupied by the greatest number of characters. Each character at that location must attempt a Dexterity or Acrobatics 13 check. Each character that succeeds is dealt 2 Acid damage; each character that fails is dealt 1d4+1 Acid damage and expends 1d4 mythic charges.

Wounded Lands Card 8:
Umbral Dragon
Monster 4
Traits:
Dragon
Mythic
To Defeat:
Combat 24
THEN Combat 24 The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

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

Wounded Lands Card 10:
Sin Seeker
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0 The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

Location #4: Canyon
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: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Canyon Card 1:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Canyon Card 2:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Canyon Card 3:
Riftwarden
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence
Knowledge 7
OR Diplomacy 10 Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Canyon Card 4:
Bastion of the Inheritor
Armor 5
Traits:
Shield
Offhand
Magic
Divine
Iomedae
Mythic To Acquire:
Constitution
Fortitude 10 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by an amount equal to your number of mythic charges; you may also recharge a card that has the Iomedae trait to reduce all damage by that amount. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Canyon Card 5:
Dominion Scientist
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15 Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_

Canyon Card 6:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Canyon Card 7:
Will-O'-Wisp
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14 All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

Canyon Card 8:
Peryton
Monster 1
Traits:
Aberration
To Defeat:
Combat 14 If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_

Canyon Card 9:
Stalker's Crossbow
Weapon 4
Traits:
Bow
Ranged
Piercing
Magic
Corrupted To Acquire:
Dexterity
Ranged 11 If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.

Canyon Card 10:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

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

Cavern Card 1:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Cavern Card 2:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Cavern Card 3:
Pit Gladiator
Ally 4
Traits:
Human
Warrior To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12 Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.

Cavern Card 4:
Demon Armor
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cavern Card 5:
Skinstitcher's Manual
Item 4
Traits:
Book
Magic
Corrupted
Mythic To Acquire:
Arcane
Craft
Divine
Knowledge 12 Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.

Cavern Card 6:
Corruption Demon
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25 The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Cavern Card 7:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

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

Location #6: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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

Molten Pool Card 2:
Temptation of Attraction
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Molten Pool Card 3:
Nahyndrian Elixer
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic To Acquire:
Intelligence
Craft
Knowledge 10 Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Molten Pool Card 4:
Maze Tapestry
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15 If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Molten Pool Card 5:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Molten Pool Card 6:
Disrupting Warhammer
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Molten Pool Card 7:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Molten Pool Card 8:
Gargoyle
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14 If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_

Molten Pool Card 9:
Spite Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

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


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Upgrading Item B Blast Stone into Item 4 Wand of Treasure Finding.
Forfeiting Caltrops upgrade.
Gaining die bump.
Replacing Blessing B of the Gods with Loot Blessing 4 of Nocticula.
Replacing Item 1 Wand of Shield with Loot Item 2 Banner of Valor.
Replacing Item B Cape of Escape with Loot Item 3 Swallowtail Bracers.
Replacing Item 1 Crown of Charisma with Loot Item B Sacred Prism.
Starting at Canyon.

Amaryllis shot off all of her remaining fireworks as she jumped through the rift. "I'll have to find more now that I'm back home!" Luckily, she had a new wand to help her find such shiny things. The sorcerer immediately went to the canyon to see if there was anything interesting there.

Amaryllis wrote:

Hand: Sacred Prism, Apprentice, Banner of Valor, Wall of Fire, Mist Horn, Scrying, Dimension Leap, Surgeon,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Maybe we work together to close Molten Pool using Mist Horn to prevent start of turn damage? Ideally will set up Banner of Valor at Eagle Rock
Ask before using: Mist Horn (prevent 3 damage at any location until start of my next turn); Dimension Leap (move Amaryllis to/from encounter location)
Can use without asking: Scrying (examine top 3 of any location; topdeck or bottomdeck chosen type; shuffle in others); Surgeon (cure 1 card at my location); Sacred Prism (cure 1d4 at my location/add Magic trait at my location); Banner of Valor (add 1d8 vs Demon banes at a location); Dimension Leap to avoid Canyon effect; Dimension Leap if Uliah or Ramexes would use a mythic charge when alone)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +5
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[] When you play a Basic blessing, add a d12 in place of the normal die.

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

Die bumps: 4
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.

Dark Archive

Deck Handler

Examine Card 1 & Card 2. Shuffling Card 1: Pauldrons of Unflinching Fortitude (Armor 5) into deck so someone can come get that if wanted. Encountering Card 2: Wrecker Demon.

Spoiler:

Wrecker Demon
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14 The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Recharge Ice and Fire. Reveal Binder's Tome
Auto-Defeat.

Shuffled Cards (Counting up with remaining cards.: 2d9 ⇒ (6, 7) = 13
Discard Blessing of The Master of Masters to Examine 2 cards. Shuffling: Drocha Swarm into location. Encountering: Scorching Ray.

Spoiler:

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

Auto-Acquire.

Shuffled Location: 2d8 ⇒ (4, 5) = 9
Reveal Blessing of Qi Zhong to shuffle Blessing of Master of Masters into deck then discard to examine 2 cards. Shuffling: Retainer into location. Encountering Chaos Stone.

Spoiler:

Item 5
Traits:
Object
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Discard this card to roll 1d4, 1d6, 1d8, and 1d10; choose 2 of the die values and add 1 of them to your combat check; you are dealt the other value you chose as an amount of Force damage that may not be reduced.

Auto-Acquired.

Shuffled Cards: 2d7 ⇒ (3, 6) = 9
Discard Cleric of Nethys to examine 2 cards. Shuffling Shocking Lance into location. Encountering Blessing of Baphomet.
Banished.

End Turn. Reset Hand.

Nyctessa wrote:

Hand: Binder's Tome, Shadow Barbs, Chaos Stone, Blessing of Baphomet, Wrecker Demon 1, Transmogrify, Scorching Ray,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: BoBaph is +2 dice on first exploration checks or 1 otherwise. Binder's Tome/Transmogrify if at my location.
Mythic Charges: 5 Sideboard cards:

Card: 2, 4, 6 and 7 are gone. We know there is Retainer, Shocking Lance +1, Pauldrons of Unflinching Fortitude, Drocha Swarm, and a henchman or villain still here. Armor 5 needs a CON/FORT check.


Box Runner

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Treachery Demon.

Treachery Demon:

Henchman 5
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

During This Scenario: • All damage dealt by the Fiendish Tree is Fire damage.
• When you defeat a Fiendish Tree, you may recharge a random card
from your discard pile. Then you may recharge a card to immediately
attempt to close the location the Fiendish Tree came from.

Turn: 3, Amaryllis/EmpTyger

Random Cards:

Monsters
Spoiler:
Toad Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28 The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Spoiler:
Greater Shadow
Monster 4
Traits:
Undead
Incorporeal
To Defeat:
Combat 22 The Greater Shadow is immune to the Mental and Poison traits.
If the check to defeat has the Basic or Elite trait, the Greater Shadow is undefeated.
When you are dealt damage by the Greater Shadow, you must first choose blessings to discard as your damage, if you have any.
Negative energy and devoured souls increase its size_

Spoiler:
Slimy Fiend
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 22 The Slimy Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 17 check or you may not play spells that have the Attack trait.
After you act, if the check to defeat did not have the Attack or Ranged trait, the Slimy Fiend deald 1d4+1 Acid damage to you.
These froglike fiends are deployed as shock troops or tasked with guarding slaves_

Spoiler:
Deacon of Death
Monster 4
Traits:
Outsider
To Defeat:
Combat 30 The Deacon of Death is immune to the Acid and Poison traits.
Before you act, if any locations are closed, you may bury a card to evade the Deacon of Death, summon and build the location Middle of Nowhere, and move there.
If any characters are dead, the difficulty to defeat is increased by 10.
Deacons of Death pilot skiffs along rivers in the Abyss_

Spoiler:
Toad Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28 The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

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

Spoiler:
Compelling Offer
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

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

Spoiler:
Mythic Glyph
Barrier 4
Traits:
Trap
Magic
Arcane
Mythic
To Defeat:
Arcane
Divine 17
OR Intelligence
Knowledge
Stealth 14 Before you act, each other character at your location must summon and encounter the Mythic Glyph.
If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down.
After you act, banish this barrier.

Spoiler:
Gift of Nocticula
Barrier 4
Traits:
Temptation
Deity
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, after you roll the dice on any check, you may uncheck 1 skill feat to add 1d20 to that check, then banish this card.

Weapons
Spoiler:
Keen Scythe +2
Weapon 5
Traits:
Scythe
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

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

Spoiler:
Spellbreaker
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Mythic To Acquire:
Strength
Melee
Arcane
Divine 16 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3. If the bane has the Mythic trait, add another 1d10, or 1d20 If you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.

Spoiler:
Planar Crossbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Spoiler:
Heavy Pick +2
Weapon 4
Traits:
Pick
Melee
Piercing
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.

Spells
Spoiler:
Consecrate
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 8 Banish this card to bury any number of blessings from your hand and your discard pile; shuffle the same number of random blessings from the blessings discard pile into the blessings deck.

Spoiler:
Breath of Life
Spell 5
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 13 Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

Spoiler:
Breath of Life
Spell 5
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 13 Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

Spoiler:
Dismissal
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Veteran To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 8 For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Elemental Bombardment
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

Spoiler:
Celestial Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10 At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Helm of the Valkyrie
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
Armor of the Pious
Armor 2
Traits:
Heavy Armor
Magic
Healing To Acquire:
Constitution
Fortitude 8 When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

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

Spoiler:
Mist Horn
Item 1
Traits:
Object
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 9 Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

Spoiler:
Tome of Physical Might
Item 4
Traits:
Book
Magic To Acquire:
Strength
Dexterity
Constitution 13 Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

Spoiler:
Boomcrown
Item 4
Traits:
Accessory
Magic
Attack
Veteran To Acquire:
Charisma
Divine 13 For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
After playing this card, succeed at a Divine 15 check to recharge this card instead of burying it.

Spoiler:
Swarmlord's Jar
Item 3
Traits:
Object
Magic To Acquire:
Arcane
Divine
Craft 9 Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1.
When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6.

Allies
Spoiler:
Druid of the Storm
Ally 2
Traits:
Human
Druid
Veteran To Acquire:
Divine 7
OR Charisma
Diplomacy 9 Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

Spoiler:
Apprentice
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

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

Spoiler:
Quadnys Orlun
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.

Spoiler:
Kamilo Dann
Ally 2
Traits:
Human
Soldier To Acquire:
None 0 When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card.
Discard this card to add 1d6 to your combat check.
Discard this card to explore your location. During this exploration, add 1d4 to your first combat check.

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

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

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

Spoiler:
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.

Spoiler:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Top of Blessing Discard Pile:

Blessing of Shelyn:
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Spoiler:
Blessings Deck Card 2 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 4 /
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 5 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 6 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Spoiler:
Blessings Deck Card 9 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 12 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 18 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 19 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 21 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 22 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 24 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 26 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27 /
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Location #1: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, (AllyB), Pauldrons of Unflinching Fort (Armor5), Drocha Swarm

Dark Forest Card 1:
Pauldrons of Unflinching Fortitude
Armor 5
Traits:
Heavy Armor
Magic
Mythic To Acquire:
Constitution
Fortitude 13 Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Dark Forest Card 2:
Drocha Swarm
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17 The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Dark Forest Card 3:
Abyssal Shortcut
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0 Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Dark Forest Card 4:
Shocking Lance +1
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

Dark Forest Card 5:
Retainer
Ally B
Traits:
Elf
Hireling To Acquire:
Charisma
Diplomacy 4 Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Dark Forest Card 6:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Location #2: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, None

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

Eagle Rock Card 2:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8 If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Eagle Rock Card 3:
Swordbreaker
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Eagle Rock Card 4:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Eagle Rock Card 5:
Salamander
Monster 2
Traits:
Outsider
To Defeat:
Combat 15 All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Eagle Rock Card 6:
Wrecker Demon
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14 The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Eagle Rock Card 7:
Rapier of Puncturing
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.

Eagle Rock Card 8:
Gargoyle
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14 If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_

Eagle Rock Card 9:
Temptation of Invincibility
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Eagle Rock Card 10:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Location #3: Wounded Lands
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: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Akaitora, None

Wounded Lands Card 1:
Scizore +3
Weapon 4
Traits:
Scizore
Shield
Melee
Piercing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and you are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.

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

Wounded Lands Card 3:
Imperial Army Greathelm
Armor 2
Traits:
Heavy Armor
Magic
Veteran To Acquire:
Constitution
Fortitude
Charisma 8 Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Wounded Lands Card 4:
Book of the Damned
Item 5
Traits:
Book
Magic
Divine
Corrupted To Acquire:
Banish a blessing 0 Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Wounded Lands Card 5:
Groaning Gate
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16 If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Wounded Lands Card 6:
Tarry Fiend
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21 The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_

Wounded Lands Card 7:
Zelmisdria and Azrivauxus
Villain 5
Type: Monster
Traits:
AND
Demon
Dragon
Mythic
Outsider
To Defeat:
Combat 40
THEN Combat 32 Zelmisdria and Azrivauxus are immune to the Acid, Electricity, and Poison traits.
While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing.
Before you act, randomly choose a location that is occupied by the greatest number of characters. Each character at that location must attempt a Dexterity or Acrobatics 13 check. Each character that succeeds is dealt 2 Acid damage; each character that fails is dealt 1d4+1 Acid damage and expends 1d4 mythic charges.

Wounded Lands Card 8:
Umbral Dragon
Monster 4
Traits:
Dragon
Mythic
To Defeat:
Combat 24
THEN Combat 24 The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

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

Wounded Lands Card 10:
Sin Seeker
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0 The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

Location #4: Canyon
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: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Canyon Card 1:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Canyon Card 2:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Canyon Card 3:
Riftwarden
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence
Knowledge 7
OR Diplomacy 10 Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Canyon Card 4:
Bastion of the Inheritor
Armor 5
Traits:
Shield
Offhand
Magic
Divine
Iomedae
Mythic To Acquire:
Constitution
Fortitude 10 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by an amount equal to your number of mythic charges; you may also recharge a card that has the Iomedae trait to reduce all damage by that amount. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Canyon Card 5:
Dominion Scientist
Monster 3
Traits:
Aberration
Sorcerer
To Defeat:
Combat 21
OR Knowledge 15 Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_

Canyon Card 6:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Canyon Card 7:
Will-O'-Wisp
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14 All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

Canyon Card 8:
Peryton
Monster 1
Traits:
Aberration
To Defeat:
Combat 14 If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_

Canyon Card 9:
Stalker's Crossbow
Weapon 4
Traits:
Bow
Ranged
Piercing
Magic
Corrupted To Acquire:
Dexterity
Ranged 11 If this card has the Corrupted trait, discard the top card of your deck or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+4. If you fail this check, you may discard this card to reroll the dice, adding another 1d8; take the new result.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.

Canyon Card 10:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

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

Cavern Card 1:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Cavern Card 2:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Cavern Card 3:
Pit Gladiator
Ally 4
Traits:
Human
Warrior To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12 Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.

Cavern Card 4:
Demon Armor
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Cavern Card 5:
Skinstitcher's Manual
Item 4
Traits:
Book
Magic
Corrupted
Mythic To Acquire:
Arcane
Craft
Divine
Knowledge 12 Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.

Cavern Card 6:
Corruption Demon
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 25 The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

Cavern Card 7:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

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

Location #6: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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

Molten Pool Card 2:
Temptation of Attraction
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Molten Pool Card 3:
Nahyndrian Elixer
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic To Acquire:
Intelligence
Craft
Knowledge 10 Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Molten Pool Card 4:
Maze Tapestry
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15 If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Molten Pool Card 5:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Molten Pool Card 6:
Disrupting Warhammer
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Molten Pool Card 7:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Molten Pool Card 8:
Gargoyle
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14 If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_

Molten Pool Card 9:
Spite Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

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


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Shelyn o'clock
Starting at Canyon (or moving from Eagle Rock)
Exploring Canyon 1: Fiendish Tree

Fiendish Tree:
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Discarding Dimension Leap for 1 Ranged Fire damage
Displaying Wall of Fire, displaying Banner of Valor

Combat 13+10=23: 1d12 + 11 + 2d6 + 1d8 + 1d8 ⇒ (5) + 11 + (6, 3) + (1) + (3) = 29
Discarding Sacred Prism for 1 Ranged Fire damage. Fiendish Tree is banished.
Recharging Sacred Prism.

Amaryllis was walking down the canyon when she noticed a tree on fire. "Huh. Trees aren't supposed to be in canyons. And trees aren't supposed to be on fire. And trees aren't supposed to hit me with flaming pinecones!" The halfling hoisted Iomedae's banner and defended herself with a wall of fire, incinerating the demonic tree despite its flaming projectiles.

Closing Canyon: Encountering Blessing 27: Blessing of Shax

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

Using Wall of Fire
Combat 9: 1d12 + 11 + 2d6 ⇒ (11) + 11 + (4, 1) = 27
Blessing of Shax is acquired. Canyon is closed. All locations are shuffled. Drawing Banner of Valor
Whatever dark god had possessed it was much more impressed by Amaryllis's fiery display, and bestowed its favor upon the sorcerer.
The sound of the felled tree echoed through the canyon like screams.

Ending turn
Arcane 13: 1d12 + 11 ⇒ (12) + 11 = 23
Wall of Fire is recharged
Arcane 12: 1d12 + 11 ⇒ (8) + 11 = 19
Dimension Leap is recharged. Resetting hand

Amaryllis wrote:

Hand: Blessing of Shax, Apprentice, Banner of Valor, Blessing of Nocticula, Mist Horn, Scrying, Swipe, Surgeon,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: I have Swipe for that Armor 5 at Dark Forest. Maybe we work together to close Molten Pool using Mist Horn to prevent start of turn damage?
Ask before using: Blessing of Shax (+1 die/+2 dice if combat STR or DEX); Blessing of Nocticula (+1 die); Mist Horn (prevent 3 damage at any location until start of my next turn)
Can use without asking: Blessing if would recharge; Blessing of Nocticula for Boon 5; Blessing of Shax for Boon 5 if top blessing is not Corrupted; Scrying (examine top 3 of any location; topdeck or bottomdeck chosen type; shuffle in others); Surgeon (cure 1 card at my location); Banner of Valor (add 1d8 vs Demon banes at a location)
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +5
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[] When you play a Basic blessing, add a d12 in place of the normal die.

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

Die bumps: 4
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Uliah's Deck Handler

Starting Uliah's turn under Blessing of Baphomet.

Uliah heard a commotion coming from the Canyon. It looks like their enemies have learned of their presence. Better to scout ahead before charging in.

I will use my Wand of Flying to look at the top card of Wounded Lands and Cavern. I examine Wounded Lands Card 1:Scizore +3 , and [b]Cavern Card 1: Fiendish Tree.

Uliah sees a metallic glint, but no signs of enemy activity coming from directly below him while up in the air. However, he sees what looks to be a tree on fire running into the cavern Ramexes is exploring. Uliah sends a summoned archon to warn Ramexes. Hopefully, it will arrive on time.

Recharge Wand of Flying, Divine 12: 1d10 + 1d4 + 7 ⇒ (7) + (1) + 7 = 15

I will choose to stay at the wounded lands and explore. I encounter Card 1: Scizore +3. I'll try to acquire it, revealing my Gravetender.

CtA Melee 12: 1d6 + 1d4 + 11 ⇒ (3) + (1) + 11 = 15

Woops. It was an auto-acquire. Before continuing, I will cast Renewal to draw a card. I draw Blancher. Then, I will discard my Blessing of Pharasma to explore again and encounter Wounded Lands Card 2: Death of Righteousness. I will use Ramexes' Find Traps to add 2 dice to my check to defeat this barrier.

CtD Wisdom 12: 3d10 + 3 ⇒ (7, 5, 9) + 3 = 24

Uliah felt something die inside of him as he picked up the weapon. However, a blessing from some distance away reminded him that there was still hope, and he continued on.

I will now discard my Blessing of the Qi Zhong to shuffle Blessing of Pharasma into my deck and then explore again to encounter Wounded Lands Card 3: Imperial Army Greathelm. Uliah can't acquire it without help, and this doesn't seem worth it. I'll banish it.

I don't want to use my only ally in hand to explore, so I will end my turn. When I do, I try to recharge renewal.

Recharge Renewal, Wisdom 12: 1d10 + 1d4 + 7 ⇒ (5) + (3) + 7 = 15

Then, I reset my hand.

Uliah wrote:

Hand: Dragonbane Greatsword + 2, Codex of Conversations, Blancher, Blessing of Pharasma (ADV 1), (Acquired)Scizore +3, Grave Tender (ADV 2),

Displayed:
Deck: 13 Discard: 1 Buried: 0
"Notes:
-Available for use without asking: Display any of my allies to add to any check to close, to acquire a boon 4, or against Villain at my location + ADV. Number.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above."
Mythic Charges: 5 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [X]+1 [X]+2 [X]+3
STR Mythic bonus: +5
Melee: Strength +2
DEXTERITY d6 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1
WISDOM d10 [X]+1 [X]+2 [X]+3 []+4
Divine: Wisdom +3
CHARISMA d8 [X]+1 [X]+2 []+3 []+4
CHA Mythic bonus: +5
Diplomacy: Charisma +2

Hand Size 5 [X]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ( [x] or an ally) to add 1d4 ( [X]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ( [] or to a check by a character at your location) against a bane that has the Undead trait.
When another character at your location attempts a check, you may display a blessing or ally to add its adventure deck number. Before you reset your hand ( [ ] and at the start of your turn), draw the displayed card.
When you play a weapon for its power on your combat check, you may additionally add your Wisdom modifier
<Power 5>

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


Remember kill a monster examine next 3 cards deck handler

Its the hour of Abadar

Ramexes explores and finds a fiendish tree

Reveals Black dragonhide breasplate to prevent BYA damage

Attacking the tree with soulshear and recharging majot cure to add fire and thus 2d8 to the check

combat 23: 1d8 + 11 + 1d10 + 4 + 2d8 ⇒ (4) + 11 + (5) + 4 + (5, 6) = 35

Reveals Black dragonhide breasplate to prevent the after damage

As per scenario recharge random card from discard (wayfarer)

Then recharge breastplate to attempt to close

strength 10: 1d8 + 8 ⇒ (5) + 8 = 13

The cavern is closed Ramexes moves to 1d4 ⇒ 2

Eagle rock

Ramexes Haruspex wrote:

Hand: Find traps, Black robe, Blessing of Isis, BoAbadar, Soulshear, Cure,

Displayed:
Deck: 11 Discard: 2 Buried: 1
"Notes:
"
Mythic Charges: 5 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +5
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card (X or top 2 cards) (□ or 3cards) of your (□ or any) location deck (X4and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [X3 ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck)
<Power 5>

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


Remember kill a monster examine next 3 cards deck handler

As damage is fire reveal black robe to prevent damage and updated hand as I auto recharged find traps on Ulliah turn

Ramexes Haruspex wrote:

Hand: Flaming scimitar +1, Black robe, Blessing of Isis, BoAbadar, Soulshear, Cure,

Displayed:
Deck: 11 Discard: 2 Buried: 1
"Notes:
"
Mythic Charges: 5 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 [A1]+1 [x2]+2 [M1]+3
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1 []+2
CHARISMA d10 [X1]+1 [M2]+2 [X3]+3 [x4]+4
CHA Mythic Bonus: +5
Diplomacy: Charisma +2
Divine: Charisma +1

Hand Size 5 [X1]6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card (X or top 2 cards) (□ or 3cards) of your (□ or any) location deck (X4and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [X3 ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [X2] or to evade a bane you encounter) (□ or to add your Charisma die to your check to close your location).
□ Add 2 (□ 4) to your check to recharge a spell.
□ After you examine a location deck, you may examine the same number of cards from your character deck (□ and then you may shuffle your deck)
<Power 5>

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


Box Runner

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Treachery Demon.

Treachery Demon:

Henchman 5
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

During This Scenario: • All damage dealt by the Fiendish Tree is Fire damage.
• When you defeat a Fiendish Tree, you may recharge a random card
from your discard pile. Then you may recharge a card to immediately
attempt to close the location the Fiendish Tree came from.

Turn: 6, Nyctessa/agent_eclipse

Random Cards:

Monsters
Spoiler:
Peryton
Monster 1
Traits:
Aberration
To Defeat:
Combat 14 If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_

Spoiler:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Spoiler:
Toad Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 28 The Toad Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, or if your check to defeat has the Attack or Ranged trait, add 5 to your check to defeat it.
Damage dealt by the Toad Demon is dealt to each character at your location. If undefeated, end your turn.

Spoiler:
Xenarth
Monster 5
Traits:
Outsider
Demon
To Defeat:
Combat 24 The Xenarth is immune to the Electricity and Poison traits.
Before you act, the Xenarth deals 2 Acid damage to each character at your location.
If undefeated, the Xenarth deals 2 Poison damage to you.
If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.
Deadlier than any shark, these rare mutations are infused with demon ichor_

Spoiler:
Demonic Cyclops
Monster 5
Traits:
Outsider
Demon
Giant
To Defeat:
Combat 28 The Demonic Cyclops is immune to the Electricity and Poison traits. Damage dealt by the Demonic Cyclops is dealt to each character at your location.
Before you act, examine the top 2 cards of your deck; recharge 1 and bury 1.
They say a cyclops's eye can see the future_ This one obviously didn't like what it saw_

Barriers
Spoiler:
Compelling Offer
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
When you encounter a villain, choose a type of boon other than loot and draw 3 non-Basic cards of that type from the box. You may choose 1 and put it under this card and banish any not chosen; if you do, the difficulty of checks to defeat the villain is increased by 1d20. If the villain is defeated, add the boon to the scenario rewards; otherwise, banish the boon.

Spoiler:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Spoiler:
Magic Ray Fusillade
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18 If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Spoiler:
Rallying Cry
Barrier B
Traits:
Task
Cache
To Defeat:
None 0 Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Spoiler:
Gift of Shamira
Barrier 4
Traits:
Temptation
Demon
To Defeat:
None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to this scenario, banish 1 of them.
While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.

Weapons
Spoiler:
Blackaxe
Weapon 4
Traits:
Axe
Melee
Slashing
2-Handed
Magic
Corrupted
Veteran To Acquire:
Strength
Melee 12 For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.

Spoiler:
Spirit Blade
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

Spoiler:
Heavy Pick +2
Weapon 4
Traits:
Pick
Melee
Piercing
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.

Spoiler:
Keen Scythe +2
Weapon 5
Traits:
Scythe
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

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

Spells
Spoiler:
Rune of Jandelay
Spell 5
Traits:
Magic
Arcane
Veteran To Acquire:
Intelligence
Arcane 14 Display this card next to a location; if you play this card during a check, you may play another spell on the check. While displayed, when any character at that location encounters a bane that has the Demon trait, add the scenario's adventure deck number to any check against that bane; characters at that location ignore the bane's immunities.
At the end of your turn, if you do not have have Arcane skill, banish this card; otherwise, you may attempt an Arcane 16 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Divine Blaze
Spell 4
Traits:
Magic
Divine
Attack
Fire To Acquire:
Wisdom
Divine 12 For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Sacred Weapon
Spell B
Traits:
Magic
Divine
Attack
Veteran To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Cape of Wasps
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Breath of Life
Spell 5
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 13 Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

Armors
Spoiler:
Demon Armor
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Decemvirate Helm
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 11 Recharge this card to ignore a non-villain monster's power that happens before you act.
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.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Celestial Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10 At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Armor of the Pious
Armor 2
Traits:
Heavy Armor
Magic
Healing To Acquire:
Constitution
Fortitude 8 When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Expeditious Chain Mail
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Acrobatics 9 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Belt of Charging
Item 4
Traits:
Accessory
Magic To Acquire:
Strength
Melee 11 If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.

Spoiler:
Planar Tuning Fork
Item 2
Traits:
Tool
Magic To Acquire:
Intelligence
Knowledge 10 While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card.

Spoiler:
Talisman of Good
Item 3
Traits:
Accessory
Magic
Divine
Mythic To Acquire:
Divine 11 Before you attempt a Divine check against a monster, bury this card to get a mythic charge.
After playing this card, you may succeed at a Divine 16 check to recharge this card instead of burying it.

Spoiler:
Wand of Sacred Weapon
Item 2
Traits:
Wand
Attack
Divine
Magic To Acquire:
Wisdom
Divine 10 For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it.

Spoiler:
Skinstitcher's Manual
Item 4
Traits:
Book
Magic
Corrupted
Mythic To Acquire:
Arcane
Craft
Divine
Knowledge 12 Bury this card to summon and display the cohort Brutalized Flesh Golem. If this card has the Corrupted trait, a random character at your location is dealt an amount of Combat damage equal to 1d6 plus your number of mythic charges.
After playing this card, you may succeed at a Craft or Knowledge 14 check to discard this card insted of burying it.

Allies
Spoiler:
Apprentice
Ally B
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Spoiler:
Interrogator
Ally B
Traits:
Human
Inquisitor To Acquire:
Knowledge 6
OR Charisma
Diplomacy 8 If you fail a check against a monster that has the Demon trait, discard this card to reroll the dice; take the new result.
Recharge this card to succeed at your Knowledge check against a bane.
Discard this card to explore your location.

Spoiler:
Pegasus
Ally 3
Traits:
Animal
Mount To Acquire:
Wisdom
Survival 11 At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.

Spoiler:
Raconteur
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5 Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.

Spoiler:
Jesker Helton
Ally 3
Traits:
Human
Cleric To Acquire:
None 0 To acquire this card, summon and defeat this adventure's servitor demon.
Recharge this card to add 1d4 to your Divine or Ranged check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

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

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

Spoiler:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Spoiler:
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Spoiler:
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

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

Blessings Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 2 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 3 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 4 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 5 /
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Spoiler:
Blessings Deck Card 6 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 9 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 15 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 16 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 18 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 19 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 21 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 23 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, (AllyB), Pauldrons of Unflinching Fort (Armor5), Drocha Swarm

Dark Forest Card 1:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Dark Forest Card 2:
Retainer
Ally B
Traits:
Elf
Hireling To Acquire:
Charisma
Diplomacy 4 Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Dark Forest Card 3:
Abyssal Shortcut
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0 Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Dark Forest Card 4:
Shocking Lance +1
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

Dark Forest Card 5:
Pauldrons of Unflinching Fortitude
Armor 5
Traits:
Heavy Armor
Magic
Mythic To Acquire:
Constitution
Fortitude 13 Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Dark Forest Card 6:
Drocha Swarm
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17 The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Location #2: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Eagle Rock Card 1:
Wrecker Demon
Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14 The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Eagle Rock Card 2:
Salamander
Monster 2
Traits:
Outsider
To Defeat:
Combat 15 All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Eagle Rock Card 3:
Temptation of Invincibility
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Eagle Rock Card 4:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Eagle Rock Card 5:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8 If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Eagle Rock Card 6:
Swordbreaker
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Eagle Rock Card 7:
Gargoyle
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14 If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_

Eagle Rock Card 8:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Eagle Rock Card 9:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Eagle Rock Card 10:
Rapier of Puncturing
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
Location #3: Wounded Lands
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: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Akaitora, None

Wounded Lands Card 1:
Zelmisdria and Azrivauxus
Villain 5
Type: Monster
Traits:
AND
Demon
Dragon
Mythic
Outsider
To Defeat:
Combat 40
THEN Combat 32 Zelmisdria and Azrivauxus are immune to the Acid, Electricity, and Poison traits.
While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing.
Before you act, randomly choose a location that is occupied by the greatest number of characters. Each character at that location must attempt a Dexterity or Acrobatics 13 check. Each character that succeeds is dealt 2 Acid damage; each character that fails is dealt 1d4+1 Acid damage and expends 1d4 mythic charges.

Wounded Lands Card 2:
Book of the Damned
Item 5
Traits:
Book
Magic
Divine
Corrupted To Acquire:
Banish a blessing 0 Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Wounded Lands Card 3:
Sin Seeker
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0 The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

Wounded Lands Card 4:
Tarry Fiend
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21 The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_

Wounded Lands Card 5:
Umbral Dragon
Monster 4
Traits:
Dragon
Mythic
To Defeat:
Combat 24
THEN Combat 24 The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

Wounded Lands Card 6:
Groaning Gate
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16 If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Wounded Lands Card 7:
Redeemer Blacksmith
Ally 3
Traits:
Human
Hireling To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9 Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.

Location #4: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/EmpTyger, None

Location #5: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal,

Location #6: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Molten Pool Card 1:
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Molten Pool Card 2:
Temptation of Attraction
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Molten Pool Card 3:
Maze Tapestry
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15 If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Molten Pool Card 4:
Spite Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

Molten Pool Card 5:
Disrupting Warhammer
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Molten Pool Card 6:
Gargoyle
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14 If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_

Molten Pool Card 7:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Molten Pool Card 8:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Molten Pool Card 9:
Nahyndrian Elixer
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic To Acquire:
Intelligence
Craft
Knowledge 10 Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Molten Pool Card 10:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Dark Archive

Deck Handler

Move to and Explore Eagle Rock Card 1: Wrecker Demon.

Wrecker Demon:

Monster 1
Traits:
Outsider
Demon
To Defeat:
Combat 14 The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Recharge Scorching Ray, Reveal Binder's Tome. Banish Wrecker Demon.
Combat 14: 1d10 + 5 + 4 + 2 + 2d6 + 1d4 + 1d4 ⇒ (7) + 5 + 4 + 2 + (3, 6) + (2) + (3) = 32
Defeated/Acquired. BoQZ shuffled into deck via Undead Master.

End Turn Reset Hand.

Nyctessa wrote:

Hand: Binder's Tome, Shadow Barbs, Blessing of the Master of Masters, Chaos Stone, Blessing of Baphomet, Wrecker Demon 1, Transmogrify,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: BoBaph is +2 dice on first exploration checks or 1 otherwise. Binder's Tome/Transmogrify if at my location.
Mythic Charges: 5 Sideboard cards:


Box Runner

During This Adventure:
Summoned Banes || Loot List

• The servitor demon is the henchman Treachery Demon.

Treachery Demon:

Henchman 5
Type: Monster
Traits: Outsider Demon Servitor
To Defeat: Combat 24
The Treachery Demon may not be evaded and is immune to the Electricity and Poison traits.
Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

During This Scenario: • All damage dealt by the Fiendish Tree is Fire damage.
• When you defeat a Fiendish Tree, you may recharge a random card
from your discard pile. Then you may recharge a card to immediately
attempt to close the location the Fiendish Tree came from.

Turn: 7, Amaryllis/EmpTyger

Random Cards:

Monsters
Spoiler:
Demon Eater
Monster 3
Traits:
Outsider
To Defeat:
Combat 21 Armors may not be played during this encounter.
If undefeated, bury 1d4+1 random cards from your discard pile.
Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_

Spoiler:
Slimy Fiend
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 22 The Slimy Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 17 check or you may not play spells that have the Attack trait.
After you act, if the check to defeat did not have the Attack or Ranged trait, the Slimy Fiend deald 1d4+1 Acid damage to you.
These froglike fiends are deployed as shock troops or tasked with guarding slaves_

Spoiler:
Will-O'-Wisp
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14 All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

Spoiler:
Filth Demon
Monster 4
Traits:
Demon
Curse
To Defeat:
Combat 22 The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.

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

Barriers
Spoiler:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Spoiler:
Magic Ray Fusillade
Barrier 5
Traits:
Trap
Magic
Arcane
To Defeat:
Arcane
Acrobatics
Stealth 18 If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

Spoiler:
Temptation of Sorcery
Barrier 3
Traits:
Temptation
To Defeat:
None 0 Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Spoiler:
Maze Tapestry
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15 If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Spoiler:
Demonic Horde
Barrier B
Traits:
Skirmish
Demon
To Defeat:
None 0 Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Weapons
Spoiler:
Traitor's Blade
Weapon 5
Traits:
Knife
Ranged
Piercing
Magic
Corrupted To Acquire:
Dexterity
Ranged 13 If this card has the Corrupted trait, a random character at your location must discard a card or you may not play this card.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+4; you may additionally recharge this card to add another 3d4+4 and the Force trait. If the bane has the Basic or Elite trait, add 1d4.
When playing another weapon, you may discard this card to add 1d4+2 and the Force trait to your combat check.

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

Spoiler:
Planar Crossbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

Spoiler:
Heavy Pick +2
Weapon 4
Traits:
Pick
Melee
Piercing
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as a 7.

Spoiler:
Holy Glaive of Speed
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+2. If the bane has the Demon, Devil, Fiend, or Undead trait, add another 2d6. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may put this card on top of your deck to reroll the dice; take the new result.

Spells
Spoiler:
Death's Touch
Spell 5
Traits:
Magic
Arcane
Divine
Attack To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

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

Spoiler:
Icy Prison
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Elemental Bombardment
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Mythic To Acquire:
Intelligence
Arcane
Wisdom
Divine 14 For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Spoiler:
Sacred Weapon
Spell B
Traits:
Magic
Divine
Attack
Veteran To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Ebon Thorn
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 12 Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Armor of the Pious
Armor 2
Traits:
Heavy Armor
Magic
Healing To Acquire:
Constitution
Fortitude 8 When you play a blessing that has the Iomedae trait, reveal this card to allow a character at your location to recharge a random card from his discard pile.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Expeditious Chain Mail
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Acrobatics 9 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Eagle Knight Dress Uniform
Armor 1
Traits:
Heavy Armor
Veteran To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Spoiler:
Celestial Armor
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10 At the end of your turn, bury this card to move.
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Iron Shackles
Item 5
Traits:
Object
Magic To Acquire:
Dexterity
Disable 13 Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.

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

Spoiler:
Tome of Physical Might
Item 4
Traits:
Book
Magic To Acquire:
Strength
Dexterity
Constitution 13 Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

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

Spoiler:
Pit Gladiator
Ally 4
Traits:
Human
Warrior To Acquire:
Strength
Melee 12
THEN Charisma
Diplomacy 12 Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.

Spoiler:
Raconteur
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5 Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.

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

Spoiler:
Waxberry
Ally 5
Traits:
Halfling
Cleric To Acquire:
None 0 To acquire this card, summon and defeat the henchman Stringy Fiend.
Bury this card and choose a character at your location to shuffle 1d4+2 random cards from his discard pile into his deck.
Discard this card to explore your location. If the top card of the blessings discard pile has the Iomedae trait, you may recharge this card instead of discarding it.

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

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

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

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

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

Top of Blessing Discard Pile:

Blessing of Abraxas:
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 2 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 3 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 4 /
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5 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.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
Spoiler:
Blessings Deck Card 5 /
Blessing of Nethys
Blessing 2
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 8 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Starsong
Blessing 3
Traits:
Divine
Desna To Acquire:
Charisma 7
OR Divine 9 Discard this card to add 1 die to a check.
During any character's check, bury this card to allow that character to reroll the dice; use the new result.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 14 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 15 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Spoiler:
Blessings Deck Card 17 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 18 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Spoiler:
Blessings Deck Card 20 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5 Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Spoiler:
Blessings Deck Card 22 /
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #1: Dark Forest
At This Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: (AllyB), Pauldrons of Unflinching Fort (Armor5), Drocha Swarm

Dark Forest Card 1:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Dark Forest Card 2:
Retainer
Ally B
Traits:
Elf
Hireling To Acquire:
Charisma
Diplomacy 4 Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Dark Forest Card 3:
Abyssal Shortcut
Barrier 4
Traits:
Temptation
Abyssal
To Defeat:
None 0 Display this barrier next to a location; the barrier is defeated.
While displayed, immediately after any encounter, you may roll 1d6. On an even result, you may move. On an odd result, discard that many cards from the blessings deck.

Dark Forest Card 4:
Shocking Lance +1
Weapon 3
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1.

Dark Forest Card 5:
Pauldrons of Unflinching Fortitude
Armor 5
Traits:
Heavy Armor
Magic
Mythic To Acquire:
Constitution
Fortitude 13 Recharge this card to add your number of mythic charges to your non-combat Dexterity, Wisdom, Constitution, or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Dark Forest Card 6:
Drocha Swarm
Monster 3
Traits:
Undead
Swarm
Incorporeal
To Defeat:
Combat 20
OR Wisdom
Divine 17 The Drocha Swarm is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated.
If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile.
Lost souls coalesce_ Eyes twitch_ Mouths scream_

Location #2: Eagle Rock
At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
When Closing: Summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, None

Eagle Rock Card 1:
Salamander
Monster 2
Traits:
Outsider
To Defeat:
Combat 15 All damage dealt by the Salamander is Fire damage.
If the check to defeat has the Cold trait, add 1d10.
If defeated, you may draw a random armor from the box.
Spines of crackling flame dance along the salamander's blackened, fiery-red scales_

Eagle Rock Card 2:
Temptation of Invincibility
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Eagle Rock Card 3:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

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

Eagle Rock Card 5:
Swordbreaker
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Veteran To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Eagle Rock Card 6:
Gargoyle
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14 If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_

Eagle Rock Card 7:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Eagle Rock Card 8:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Eagle Rock Card 9:
Rapier of Puncturing
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.

Location #3: Wounded Lands
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: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Akaitora, None

Wounded Lands Card 1:
Zelmisdria and Azrivauxus
Villain 5
Type: Monster
Traits:
AND
Demon
Dragon
Mythic
Outsider
To Defeat:
Combat 40
THEN Combat 32 Zelmisdria and Azrivauxus are immune to the Acid, Electricity, and Poison traits.
While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing.
Before you act, randomly choose a location that is occupied by the greatest number of characters. Each character at that location must attempt a Dexterity or Acrobatics 13 check. Each character that succeeds is dealt 2 Acid damage; each character that fails is dealt 1d4+1 Acid damage and expends 1d4 mythic charges.

Wounded Lands Card 2:
Book of the Damned
Item 5
Traits:
Book
Magic
Divine
Corrupted To Acquire:
Banish a blessing 0 Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
After playing this card, you may banish a loot to discard this card instead of banishing it.

Wounded Lands Card 3:
Sin Seeker
Barrier 1
Traits:
Curse
Veteran
To Defeat:
None 0 The Sin Seeker may not be evaded.
Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.

Wounded Lands Card 4:
Tarry Fiend
Monster 5
Traits:
Outsider
Fiend
To Defeat:
Combat 21 The Tarry Fiend is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
If you play a weapon that has the Melee trait against the Tarry Fiend, bury that weapon.
Bred for battle, these swift, deadly fiends serve as grunts in demonic armies_

Wounded Lands Card 5:
Umbral Dragon
Monster 4
Traits:
Dragon
Mythic
To Defeat:
Combat 24
THEN Combat 24 The Umbral Dragon is immune to the Cold trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
Before you act, each character at a random occupied location must succeed at a Constitution or Fortitude 11 check or bury her role card.
If undefeated, banish the Umbral Dragon; a random character summons and encounters the Umbral Dragon.

Wounded Lands Card 6:
Groaning Gate
Barrier 5
Traits:
Obstacle
Magic
Mythic
To Defeat:
Knowledge
Arcane
Divine 19
OR Disable 16 If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

Wounded Lands Card 7:
Redeemer Blacksmith
Ally 3
Traits:
Human
Hireling To Acquire:
Intelligence
Craft 8
THEN Charisma
Diplomacy 9 Display this card to ignore the Corrupted trait on a card until the end of your turn, then recharge this card.
Discard this card to explore your location.

Location #4: Canyon
Closed
At This Location: At the end of your turn, shuffle each location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Amaryllis/EmpTyger, None

Location #5: Cavern
Closed
At This Location: At the end of your turn, move to a random location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal,

Location #6: Molten Pool
At This Location: When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Molten Pool Card 1:
Explosive Runes
Barrier B
Traits:
Trap
Magic
Arcane
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Molten Pool Card 2:
Temptation of Attraction
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Molten Pool Card 3:
Maze Tapestry
Barrier 5
Traits:
Obstacle
Magic
To Defeat:
Wisdom
Perception
Survival 15 If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

Molten Pool Card 4:
Spite Demon
Monster 3
Traits:
Outsider
Demon
To Defeat:
Combat 22 The Spite Demon is immune to the Electricity and Poison traits.
Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.
Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_

Molten Pool Card 5:
Disrupting Warhammer
Weapon 5
Traits:
Hammer
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Molten Pool Card 6:
Gargoyle
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 14 If you evade the Gargoyle, put it on top of its location deck. If the check to defeat does not have the Magic trait, the difficulty is increased by 4.
This sinister crouching humanoid resembles a horned, winged demon statue_

Molten Pool Card 7:
Fiendish Tree
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Molten Pool Card 8:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Molten Pool Card 9:
Nahyndrian Elixer
Item 2
Traits:
Liquid
Temptation
Corrupted
Mythic To Acquire:
Intelligence
Craft
Knowledge 10 Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario.

Molten Pool Card 10:
Spiritwalk Armor
Armor 5
Traits:
Light Armor
Magic
Mythic To Acquire:
Constitution
Fortitude
Stealth 11 Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

Abraxis o'clock
Moving to Dark Forest
Examining Dark Forest 1: Fiendish Tree and Dark Forest 2: Retainer

Fiendish Tree:
Henchman 5
Type: Monster
Traits:
Plant
Demon
Veteran
To Defeat:
Combat 13 The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e 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.

Retainer:
Ally B
Traits:
Elf
Hireling To Acquire:
Charisma
Diplomacy 4 Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Amaryllis went into the Dark Forest to look for this armor that Nyctessa had found. "My there are a lot of dark trees here!" She also heard an elven voice calling from the darkness.

Pausing to discuss greediness


Female Halfling Sorcerer/Mythic Marshal/Luckstealer Deck Handler

(Resuming turn)
Encountering Dark Forest 1: Fiendish Tree. Retainer is shuffled back into Dark Forest.
Displaying Mist Horn to prevent 1 Fire Ranged damage.
Discarding Swipe, displaying Banner of Valor at Dark Forest

Combat 13+10-3=20: 1d12 + 11 + 1d8 + 1d8 ⇒ (11) + 11 + (3) + (7) = 32
Mist Horn prevents 1 Fire Ranged damage
Arcane 10: 1d12 + 11 ⇒ (4) + 11 = 15
Swipe is recharged. Fiendish Tree is banished
It was another fiery demon tree! Amaryllis uncorked her mist horn. "Don't worry Mr. Elf. I'll save you!" The sorcerer hoisted the banner and charged forward, magically batting away the pinecones and swiping the tree with the standard. With a hearty *crack* it crashed to the ground.

Recharging Scrying to close Dark Forest.
Discarding Blessing of Nocticula with Corrupted top blessing

Survival 7+5=12: 3d4 + 5 ⇒ (2, 3, 2) + 5 = 12
Dark Forest is closed. Drawing Banner of Valor
There were no more fiery trees, but Amaryllis was hopelessly lost in the forest. "But we were lost in that strange realm, and Nocticula helped us home!" The halfling kept her spirits up and luckily found the way out.

Recharging Surgeon to cure Blessing of Nocticula
Ending turn. Recharging hand. Resetting hand.

Glissa checked on Amaryllis. "Not a scratch. You are lucky!"

Amaryllis wrote:

Hand: Frostbite, Frost Ray, Swallowtail Bracers, Blessing of Iomedae 1, Blessing of Iomedae 2, Swipe, Wall of Fire, Incanter,

Displayed: Mist Horn,
Deck: 12 Discard: 0 Buried: 0
Notes: Mist Horn prevents 3 damage at Dark Forest until start of my next turn.
Ask before using: 2 Blessings of Iomedae (+1 die/+2 dice if noncombat CHA); Swipe (-3 to combat difficulty)
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing to close location
Mythic Charges: 5

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [] +3
-- Acrobatics: Dexterity +2
Constitution d8 [X] +1 [X] +2
-- Fortitude: Constitution +2
Intelligence d4 [] +1 [] +2
Wisdom d4 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4
-- CHA Mythic Bonus: +5
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8
Proficient with: [] Light Armor
If you fail a check that has the Arcane trait ([X] or any check), you may bury ([X] or discard) a card from your hand ([] or the top card of your deck) to ignore the result and reroll the dice ([] and add 1d4). You must take the second result.
At the end of your turn, after ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[] Reduce Electricity ([] and Acid and Cold damage) dealt to you by 1 ([] 2).
[] When you play a Basic blessing, add a d12 in place of the normal die.

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

Die bumps: 4
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.


Uliah's Deck Handler

Uliah begins his turn under Blessing of Ascension

I explore Wounded Lands to encounter Card 1: Zelmisdria and Azrivauxus, the villain!

I will pause for temp closing checks and strategy discussion.


Remember kill a monster examine next 3 cards deck handler

Close check

Treachery demon 1 nyctessa 2 Ramexes
Not making that wis check
1d2 ⇒ 2

Reveal black robe to prevent 2 damage

Recharge cure to add fire reveal soulshear and use a mythic charge

combat24: 1d20 + 1d10 + 1d8 + 11 + 4 ⇒ (9) + (6) + (8) + 11 + 4 = 38

Draws disrupting rapier and scrying nyctessa gains mythic charge

Fail dex check

acid damage: 1d4 + 1 ⇒ (4) + 1 = 5

mythic damage: 1d4 ⇒ 2

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