
Amaryllis-EmpTyger |

Starsong o'clock
Giving Spiritwalk Armor to Uliah
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.
Amaryllis lent her armor to Uliah to make extra sure he'd be safe while she was gone.
Moving to Shrine of Baphomet
Exploring Shrine of Baphomet 1: Brimorak
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12 The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Revealing and recharging Planar Crossbow +2, displaying Cape of Wasps
Combat 12+10=22: 1d8 + 3 + 1d10 + 2 + 1d8 + 1d6 ⇒ (6) + 3 + (8) + 2 + (2) + (2) = 23
Displaying Mist Horn. 2 Fire Damage is prevented. Brimorak is banished. Topdecking a Labyrinth Minotaur
The halfling crept up to the demon at the shrine. She fired her crossbow straight at the center of the demon's body. Fire burst out from the wound. Amaryllis uncorked the mist horn to vanish into the mist to avoid the flames, summoning a swarm of wasps to finish off the brimorak.
Ending turn. Moving to Celestial Beacon. Revealing Swallowtail Bracers
Arcane 12: 1d12 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Cape of Wasps is recharged. Resetting hand
The sorcerer made her way back to the beacon and reported to her fellow marshal. "I got the demon! But I couldn't find the minotaur. I'm sure he's there though."
Hand: Wall of Fire, Sacred Prism, Swipe, Boots of Elvenkind, Terraform, Scrying, Swallowtail Bracers, Apprentice,
Displayed: Ghost Wolf, Mist Horn,
Deck: 14 Discard: 2 Buried: 0
Notes: Mist Horn prevents 3 damage at Shrine of Baphomet until the start of my next turn
Ask before using: Swipe (-3 to combat difficulty)
Can use without asking: Scrying (examine top 3 cards of any location, top/bottomdeck chosen card type, shuffle rest back in); Sacred Prism (recharge to add Magic at my location/bury to cure 1d4 at my location); Terraform (succeed at temp/permclose location); Ghost Wolf (discard to add 1d8 to combat at my location)
Mythic Charges: 5
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [X] +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).
[X] 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.

BR redeux |

During This Adventure:
Summoned Banes || Loot List
• The servitor demon is the henchman 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: • When you defeat a Brimorak, you may not attempt to close
the location it came from; put a Labyrinth Minotaur on top of
that location deck.• When a villain is defeated and cannot escape, put it next to
this card.
• To win the scenario, both villains must be next to this card.
Cohort 5
Traits: Cleric Outsider Pulura
Put this card on top of a character’s deck to evade a card that has the Demon trait. Recharge this card and choose a character to shuffle a card from his discard pile into his deck.
“With your help, Pulura’s Fall will be cleansed, and the balance shall be restored!”
Additional Rules:
Henchman 5
Type: Monster
Traits: Outsider Minotaur
To Defeat: Combat 28
If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location. If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it. If defeated, you may immediately attempt to close the location this henchman came from.
Displayed next to scenario:
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.
Turn: 14, Uliah/Akaitora
Monsters
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_
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_
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.
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_
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_
Barriers
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.
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.
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.
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.
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.
Weapons
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
Armors
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.
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.
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.
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.
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic To Acquire:
Constitution
Fortitude 12 Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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
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.
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.
Item 5
Traits:
Accessory
Magic
Divine To Acquire:
Wisdom
Divine 13 Put this card on top of your deck to add your number of mythic charges to your Charisma check.
On your turn, put this card on top of your deck to examine the top card of your location; if it is a weapon, an item, or an armor, you may explore your location.
Bury this card to draw 1 random non-Basic blessing from the box.
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.
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
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.
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.
Ally 5
Traits:
Vermin
Swarm
Mythic To Acquire:
None 0 To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.
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.
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.
Blessings
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.
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.
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.
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.
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Top of Blessing Discard Pile:
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
Blessings Remaining: 16
Blessings Deck
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.
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.
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.
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.
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Villain 5
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 45 Belseferek may not be evaded and is immune to the Electricity, Mental, and Poison traits.
During this encounter, characters cannot display cards next to other character cards or other characters’ decks or play cards on other characters’ checks.
Before you act, succeed at a Constitution or Fortitude 14 check or bury 1d4+1 cards from your discard pile, your hand, and/or the top of your deck.
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16 The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
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.
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_
Monster 3
Traits:
Outsider
Demon
Vermin
To Defeat:
Combat 23 The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.
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.
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.
Location #2: Sacristy
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal, None
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.
Location #3: Shrine to Baphomet
At This Location: Ignore the Magic train on all boons.
When Closing: Succeed at a Wisdom, Divine, or Survival 12 check.
When Permanently Closed: On closing, draw a random blessing that does not have the Corrupted trait from the box.
M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 3
Located/Displayed Here: MIST HORN DISPLAYED U NTIL AMARYLIS NEXT TURN, Horned Demon, Soulshear
Henchman 5
Type: Monster
Traits:
Outsider
Minotaur
To Defeat:
Combat 28 If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location.
If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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_
Loot 2
Type: Weapon
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
Corrupted To Acquire:
None 0 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result. If you reroll the dice and this card has the Corrupted trait, roll 1d12; on a 1, summon and defeat this adventure's servitor demon or shulffle Soulshear into your location deck.
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.
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.
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.
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_
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.
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.
At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
When Closing: Summon and acquire a random non-Basic blessing.
When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, Uliah/Akaitora, None
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.
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.
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
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_
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.
Ally 1
Traits:
Human
Oracle To Acquire:
Charisma
Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Henchman B
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12 The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14 Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Location #5: Paradise Hill
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #6: Cathederal of Chaos
At This Location: When you encounter a boon, draw a boon of that type from the box; you may encounter it instead. Banish the boon you did not encounter.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random blessing that has the Corrupted trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, None
Villain 5
Type: Monster
Traits:
Outsider
Demon
Mythic
To Defeat:
Combat 30
THEN Combat 33 Ylleshka is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 12 check, add 5 to your checks to defeat.
Before you act, each character at your location is deald 1d12 Combat damage; the difficulty of a character's checks to defeat Ylleshka is increased by his result.
Location #7: Middle of Nowhere
At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do no discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed, it cannot be opened.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: This is only here as FYI in case it is needed. There are no cards in the decklist when it is built.

Uliah, Warpriest |

My post got eaten, so I'll re-post but without flavor 'cause I have to leave soon.
Uliah begins his turn under Blessing of Sifkesh.
Uliah moves to Shrine to Baphomet and explores to encounter Card 1: Labyrinth Minotaur.
No other characters at the Shrine, so the Minotaur's BYA doesn't do anything. For the combat check, Uliah reveals Dragonsbane Greatswrod +2 to add 2d6+2, and +4 from his power when revealing a weapon. He also reveals his Belt of Physical Might for +2. Finally, he reveals Evangelist for its power and Uliah's power to add a total of +1d4+2
CtD Combat, Melee 28: 1d6 + 10 + 2d6 + 2 + 4 + 2 + 1d4 + 2 ⇒ (6) + 10 + (4, 6) + 2 + 4 + 2 + (4) + 2 = 40
Then, Uliah attempts to close Shrine to Baphomet. He reveals Evangelist for its power and for his power to add +1d4+2 to his Divine check.
Check to close Shrine to Baphomet, Divine 12: 1d10 + 7 + 1d4 + 2 ⇒ (6) + 7 + (4) + 2 = 19
Shrine to Baphomet is closed. I end Uliah's turn.
Hand: Codex of Conversations, Belt of Physical Might, Evangelist (ADV 3), Fortified Breastplate, Blessing of the Qi Zhong (ADV 3), Dragonbane Greatsword + 2,
Displayed:
Deck: 13 Discard: 2 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). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above. Use Divine Fortune to add 1d6 to all checks at my location.
"
Mythic Charges: 5 Sideboard cards:
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 [X]+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 ( [X] 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.

Ramexes 9251-4 |

It is the hour of ascension Ramexes moves to the celestial beacon and explores finding blessing of abraxas (auto acquired)
Discards imp drawing reveller and find traps
Discards druid of the flame and finds dragons breath
banished
Amaryllis casts scry naming monster placing peytron above wasp on top of deck (blessing of ascension shuffled in)
Discards reveller to meet peryton
Stab with shortspear
combat 14: 1d8 + 9 + 1d6 + 3 ⇒ (4) + 9 + (5) + 3 = 21
Peytron defeated examining top two cards as wasp and
other card: 1d5 + 4 ⇒ (4) + 4 = 8
Manual of war placed above wasp
Bury reveler for explore and gain manual of war
Display manual of war add 2 to my checks to recharge a spell
Cast major cure on myself
cards cured: 1d4 + 1 ⇒ (2) + 1 = 3
divine: 1d10 + 4 + 3 + 1 + 2 ⇒ (7) + 4 + 3 + 1 + 2 = 17
Ends turn discards manual of war
Hand: Disrupting rapier +1, Bolstering armour, Cure, Shortspear +3, Blessing of Abraxas, Find traps,
Displayed:
Deck: 10 Discard: 4 Buried: 1
Notes: cure available blessing avaiable
Mythic Charges: 3 Sideboard cards:
STR Mythic Bonus: +3
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [X5]+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 (X5or 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.
Amaryllis played scrying
Cards 3 5 6 7 and 9 remain at Celestial Beacon Card 3 warmonger wasp is on top rest are shuffled

Amaryllis-EmpTyger |

(During Ramexes's turn)
Revealing Swallowtail Bracers
Arcane 12: 1d12 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Scrying is recharged
Ramexes knew exactly how to interpret Amaryllis's lucky vision.
Hand: Wall of Fire, Sacred Prism, Swipe, Boots of Elvenkind, Terraform, Swallowtail Bracers, Apprentice,
Displayed: Ghost Wolf, Mist Horn,
Deck: 15 Discard: 2 Buried: 0
Notes: Mist Horn prevents 3 damage at Shrine of Baphomet until the start of my next turn
Ask before using: Swipe (-3 to combat difficulty)
Can use without asking: Sacred Prism (recharge to add Magic at my location/bury to cure 1d4 at my location); Terraform (succeed at temp/permclose location); Ghost Wolf (discard to add 1d8 to combat at my location)
Mythic Charges: 5
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [X] +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).
[X] 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.

![]() |

Move to Celestial Beacon and Explore Card 1: Warmonger Wasp
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
BYA: Damage: 1d4 ⇒ 1 Recharge Bound Elemental to damage.
Recharge Shadow Barbs. Display Binder's Tome. Banish Betrayal Demon
Combat 19: 1d10 + 5 + 4 + 2 + 1d1 + 1d4 + 2d4 ⇒ (9) + 5 + 4 + 2 + (1) + (4) + (2, 4) = 31Defeated/Acquired/Retainer shuffled into deck via Undead Master.
Location: 1d4 ⇒ 4=9
Recharge Vampire Bat to Examine top card of location and shuffle a card into deck from discard if Monster or Ally.
Cleric of Nethys shuffled into deck.
End Turn. Reset Hand.
Hand: Binder's Tome, Drake Rider 3, Fire Barrage, Blessing of The Lady of Graves, Ice and Fire, Warmonger Wasp 3, Bound Lantern Archon, Blessing of Ascension,
Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes:
Mythic Charges: 5 Sideboard cards:

Amaryllis-EmpTyger |

Blessing 3: Ascension o'clock
Revealing Swallowtail Bracers. Nyctessa reveals Binder's Tome
Arcane 10: 1d12 + 11 + 1 + 1d4 ⇒ (3) + 11 + 1 + (2) = 17
Mist Horn is recharged
The horn had run out of mist, but everyone had left the shrine anyway.
Exploring Celestial Beacon 9: Cultist Archer
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14 Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Amaryllis cannot make a WIS/Perception 9 check
Ranged Combat damage: 1d4 - 1 ⇒ (3) - 1 = 2
Discarding Boots of Elvenkind, Terraform for 2 Ranged Combat damage
Using 1 mythic counter. Nyctessa reveals Binder's Tome
Combat 14: 1d20 + 5 + 1d4 ⇒ (14) + 5 + (1) = 20
Cultist Archer is banished. Ramexes receives 1 mythic counter
Amaryllis was watching Nyctessa's bat when she spotted a ranger atop the beacon slowly drawing back his bow. "No! Don't hurt my friends!" The halfling threw herself forward at the enemy. The arrow pierced her, but her momentum carried her forward to crash into the ranger. "Ow!" Amaryllis was hurt, but the ranger toppled down to his death. "Wow, I'm really high up here. Hey Ramexes, I bet you could see real far from this position!"
Shuffled Celestial Beacon: 1d3 + 4 ⇒ (2) + 4 = 6
Discarding Apprentice to explore Celestial Beacon 6: Fortune Teller
Traits:
Human
Oracle To Acquire:
Charisma
Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Revealing Swallowtail Bracers. Nyctessa reveals Binder's Tome
CHA 11: 1d12 + 10 + 1 + 1d4 ⇒ (11) + 10 + 1 + (3) = 25
Fortune-Teller is acquired
Her apprentice introduced Amaryllis to a local fortune-teller. "Oooh, can you read my palm? What do you see?"
Shuffled Celestial Beacon: 1d3 + 4 ⇒ (3) + 4 = 7
Discarding Fortune-Teller to explore Celestial Beacon 7: Brimorak
Type: Monster
Traits:
Outsider
Demon
Veteran
To Defeat:
Combat 12 The Brimorak is immune to the Electricity and Fire traits. The difficulty to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Discarding Swipe. Nyctessa reveals Binder's Tome
Combat 12+10-3=19: 1d12 + 10 + 1d8 + 1d4 + 1d8 ⇒ (4) + 10 + (4) + (2) + (6) = 26
Revealing Swallowtail Bracers. Nyctessa reveals Binder's Tome
Arcane 10: 1d12 + 10 + 1 + 1d4 ⇒ (12) + 10 + 1 + (2) = 25
Swipe is recharged. Brimorak is banished. Labyrinth Minotaur is topdecked
The fortune-teller smiled sadly. "I need no divine art to foresee this. A hero such as yourself will surely go forth to face the fiery demon." Amaryllis nodded. "Yeah that does sound just like me!" The sorcerer went out and cast a spell to snuff out the demon's fire.
Sacred Prism: 1d4 ⇒ 3
Burying Sacred Prism to cure Blessing of Abadar, Pit Gladiator, Apprentice
Ending turn. Revealing Swallowtail Bracers. Nyctessa reveals Binder's Tome
Arcane 15: 1d12 + 10 + 1 + 1d4 ⇒ (2) + 10 + 1 + (3) = 16
Terraform is recharged. Recharging Swallowtail Bracers for Ghost Wolf to move to Cemetery. Resetting hand
A minotaur was approaching, but Amaryllis suddenly remembered, "I've got to be responsible about my new puppy!" She used the sacred prism as a water bowl, then took her new ghost wolf pet on a walk at the cemetery.
Hand: Wall of Fire, Life Leech, Swipe, Frost Ray, Planar Crossbow +2, Banner of Valor, Cape of Wasps, Frostbite,
Displayed: Ghost Wolf,
Deck: 15 Discard: 2 Buried: 1
Notes:
Ask before using:
Can use without asking: Ghost Wolf (discard for +1d8 to combat at my location); Banner of Valor (display at any location for +1d8 vs Demons there, returns to my hand on location close); Cape of Wasps (display for 1d6 and Poison to combat at my location); Swipe (-3 to combat difficulty)
Mythic Charges: 4
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +4
Dexterity d8 [X] +1 [X] +2 [X] +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).
[X] 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, Warpriest |

Starting Uliah's turn under Blessing of Ascension, still!
The combined effort of Ramexes, Nyctessa and Amaryllis has managed to block every route of escape, leaving the attacking demon generals trapped. It was time for Uliah to strike.
Uliah moves to the Cathedral of Chaos and explores to encounter Card 1: Ylleshka. As it relates to temp closing, assuming that Ramexes attempts the check to close the Celestial Beacon, he would have to acquire Blessing of Shelyn, which he can automatically acquire:
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.
I can't succeed at a Knowledge 12 check. BYA, some damage:
BYA Damage: 1d12 ⇒ 6
The ophidian demon Ylleshka was trapped as Uliah anticipated. It was however not caught by surprise by Uliah's attack, as she pounced on top of Uliah from the ceiling of the cavernous cathedral. Had it not been for the armor that Amaryllis had him wear, he would have been in deep trouble.
I bury Spiritwalk armor to reduce the damage to 0. Checks to defeat Ylleshka are increased by 6. For the combat check, I will reveal my Dragonsbane Greatsword for +2d6+2, and +4 from my power after revealing a Weapon. I will also reveal belt of physical might for +2 to my Strength check, and Evangelist for +1d4+2 to my Combat check.
I'll need some help still, so I'll ask Amaryllis to display Banner of Valor at the Cathedral of Chaos, and I'll also use Nyctessa's Blessing of Ascension to add a die.
CtD Combat, Melee 36: 1d8 + 4d6 + 1d4 + 20 ⇒ (6) + (1, 3, 4, 1) + (3) + 20 = 38
Then, for the second combat check, I will discard my Blessing of the Qi Zhong to add a die. I will recharge Evangelist after revealing it with my power to add 1d4 (instead of adding +1 like I've been doing], and I'll discard my Dragonsbane Greatsword in addition to revealing it to add another 1d6.
CtD Combat, Melee 39: 1d8 + 5d6 + 2d4 + 19 ⇒ (2) + (4, 1, 4, 6, 2) + (1, 1) + 19 = 40
After a fierce battle, Uliah emerged victorious. The rest of the party, who had been supporting him with powerful magic and divine might, prepared for the final strike.
Yllishka was cornered and defeated. She needs to be displayed next to the scenario. Cathedral of Chaos is closed. Uliah will end his turn and reset his hand.
Hand: Belt of Physical Might, Grave Tender (ADV 2), Fortified Breastplate, Hrilga Shield-Maiden (ADV 4), Blessing of Pharasma (ADV 1), Cleric of Nethys (ADV 2),
Displayed:
Deck: 10 Discard: 5 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). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above. Use Divine Fortune to add 1d6 to all checks at my location.
"
Mythic Charges: 5 Sideboard cards:
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 [X]+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 ( [X] 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.

Amaryllis-EmpTyger |

(During Uliah’s turn)
Tempclosing Cemetery: Drawing Scrying. Burying Planar Crossbow +2. Cemetery is tempclosed
Amaryllis found a disturbed grave during her walk. She planted all of her magic crossbow bolts around the grave to try to ward off outsiders.
Hand: Wall of Fire, Life Leech, Swipe, Frost Ray, Banner of Valor, Cape of Wasps, Frostbite, Scrying,
Displayed: Ghost Wolf,
Deck: 14 Discard: 2 Buried: 2
Notes:
Ask before using:
Can use without asking: Ghost Wolf (discard for +1d8 to combat at my location); Banner of Valor (display at any location for +1d8 vs Demons there, returns to my hand on location close); Cape of Wasps (display for 1d6 and Poison to combat at my location); Swipe (-3 to combat difficulty); Scrying
Mythic Charges: 4
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +4
Dexterity d8 [X] +1 [X] +2 [X] +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).
[X] 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.

Ramexes 9251-4 |

Ramexes does not explore casts cure on himself and awaits Nyctessa to do some more takedown stuff
cards healed: 1d4 + 1 ⇒ (3) + 1 = 4
Hand: Disrupting rapier +1, Bolstering armour, Blessing of Shelyn, Shortspear +3, Blessing of Abraxas, Find traps,
Displayed:
Deck: 15 Discard: 0 Buried: 1
Notes: blessings avaiable Abraxas add 2 to any arcane or dicine check
Mythic Charges: 4 Sideboard cards:
STR Mythic Bonus: +4
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [X5]+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 (X5or 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.

BR redeux |

During This Adventure:
Summoned Banes || Loot List
• The servitor demon is the henchman 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: • When you defeat a Brimorak, you may not attempt to close
the location it came from; put a Labyrinth Minotaur on top of
that location deck.• When a villain is defeated and cannot escape, put it next to
this card.
• To win the scenario, both villains must be next to this card.
Cohort 5
Traits: Cleric Outsider Pulura
Put this card on top of a character’s deck to evade a card that has the Demon trait. Recharge this card and choose a character to shuffle a card from his discard pile into his deck.
“With your help, Pulura’s Fall will be cleansed, and the balance shall be restored!”
Additional Rules:
Henchman 5
Type: Monster
Traits: Outsider Minotaur
To Defeat: Combat 28
If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location. If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it. If defeated, you may immediately attempt to close the location this henchman came from.
Displayed next to scenario:
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.
Turn: 20, Nyctessa/agent_eclipse
Monsters
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.
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.
Monster 5
Traits:
Outsider
Fiend
Monk
To Defeat:
Combat 24 The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
After you act, the Upasunda deals 1d6 Combat damage to you.
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_
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_
Barriers
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.
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.
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.
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
Armors
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.
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.
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.
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.
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.
Items
Item B
Traits:
Object
Divine
Veteran To Acquire:
Divine 6 The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it.
Item 3
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 10
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, None
Villain 5
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 45 Belseferek may not be evaded and is immune to the Electricity, Mental, and Poison traits.
During this encounter, characters cannot display cards next to other character cards or other characters’ decks or play cards on other characters’ checks.
Before you act, succeed at a Constitution or Fortitude 14 check or bury 1d4+1 cards from your discard pile, your hand, and/or the top of your deck.
Monster 2
Traits:
Outsider
Demon
To Defeat:
Combat 16 The Betrayal Demon is immune to the Electricity and Poison traits.
During this encounter, you may not play allies; other characters at your location may not play cards or use powers.
After the encounter, succeed at a Wisdom 9 check or another random character at your location is dealt 1d6 Combat damage.
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.
Monster 4
Traits:
Construct
Golem
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
If undefeated, each character at your location is dealt 1d4-1 Combat damage and does not reset her hand.
As this ponderous golem inexorably advances, you'll only hear the sound of grinding stone_
Monster 3
Traits:
Outsider
Demon
Vermin
To Defeat:
Combat 23 The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.
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.
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.
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 #3: Shrine to Baphomet
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #4: Celestial Beacon
At This Location: Add 1d8 to your checks against a monster that has the Demon trait.
When Closing: Summon and acquire a random non-Basic blessing.
When Permanently Closed: On closing, you may recharge a blessing from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, Ramexes/Merisal, None
Henchman 5
Type: Monster
Traits:
Outsider
Minotaur
To Defeat:
Combat 28 If this is the first exploration of your turn, before you act, each other character at your location attempts a Stealth or Survival 10 check. Characters that fail are dealt 1d4+1 Combat damage and move to a random location.
If undefeated, recharge your hand, then summon and build the location Middle of Nowhere and move to it.
If defeated, you may immediately attempt to close the location this henchman came from.
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 #5: Paradise Hill
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #6: Cathederal of Chaos
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Akaitora, None
Location #7: Middle of Nowhere
At This Location: You cannont play cards or use powers that affect the checks of characters at other locations. When you move, roll 1d4; if you do no discard that many cards from the blessings deck, you cannot move or be moved.
When Closing: This location is always closed, it cannot be opened.
When Permanently Closed: .
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: This is only here as FYI in case it is needed. There are no cards in the decklist when it is built.

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Last Turn: Auto-Acquire Random Blessing 3: Blessing of Abraxas.
---
Bury Archon Lantern to examine top 3 of deck: Transmogrify, Hungering Staff, Dismissal. Drawing Transmogrify.
Sensing Uliah's triumph over the other demon it was time for Nyctessa to bring the other to heel. She finished preparations and led her thralls to the cemetery. Amaryllis waiting with a banner of war and her own enthralled wasps to join the battle.
Move to and Explore Cemetery Card 1: Belseferek
Villain 5
Type: Monster
Traits:
Demon
Mythic
Outsider
To Defeat:
Combat 45 Belseferek may not be evaded and is immune to the Electricity, Mental, and Poison traits.
During this encounter, characters cannot display cards next to other character cards or other characters’ decks or play cards on other characters’ checks.
Before you act, succeed at a Constitution or Fortitude 14 check or bury 1d4+1 cards from your discard pile, your hand, and/or the top of your deck.
Displaying Transmogrify next to Belseferek.
Difficulty Reduction: 1d10 + 5 + 4 + 2 + 1d6 ⇒ (7) + 5 + 4 + 2 + (4) = 22 This spell is bonkers.
BYA: Auto-Fail.
Damage: 1d4 + 1 ⇒ (2) + 1 = 3 Book of The Damned (Discard), Hungering Staff/Dismissal (Top Deck) buried.
With information from her allies she was able to prepare a spell to warp the already twisted flesh of the demon but he too was prepared for the infamous wizard. As she barged through the door they both unleashed magic. Both were left more weakened than before but Nyctessa continued to smile as she laid aside some of her lesser prepared spells to be drained by the trap.
Discard Fire Barrage. Blessing of Abraxas*. Banish Drake Rider. Reveal Binder's Tome. Banner of Valor* and Cape of Wasps* (Amaryllis). Expend 5 Mythic Charges.
Combat 23: 1d20 + 5 + 4 + 2 + 3d6 + 12 + 2d20 + 3d4 + 1d4 + 1d20 + 1d20 ⇒ (7) + 5 + 4 + 2 + (4, 6, 5) + 12 + (13, 1) + (4, 4, 3) + (1) + (14) + (5) = 90
Nyctessa then unleashed a barrage of hell flames empowered by the Master of Forbidden Lore himself.
"Your lords have taken a liking to my machinations and seek to test my limits. How long has it been since you felt the pain of flames peeling you apart? Let me help you remember." she cackled as he drake rider's mount spewed a gout of flame adding to her growing inferno. The flames burnt a sickly purple illuminating the tombs of the cemetery and drowning out most of the demon's shrieks of pain. Even as it tried to shield itself the mythic powers flowing through her stripped the demon of any chance to withstand the flames.
As the flames died down there was naught left of the demon or the cemetery...just a barren cone of earth littered with smaller violet patched of fire.
Ramexes auto-acquires his the next Random Non-Basic Blessing (Iomedae).

BR redeux |

Development:
The demon Ylleshka has called on the power of Baphomet
for her retreat to the Ivory Labyrinth, opening a portal to
the Abyss. The demon lord smiles cruelly at you... and then
tears out the Herald’s heart. As you watch in horror, the Herald
turns dark and begins to grow horns. Leaderless, the remaining
demons f lee. Eliandra lifts her hands, aging visibly as she does
so. The temple’s light washes out over the battlefield. Every
undead touched by the light settles to the ground, unmoving.
“This battle is won,” Elidandra proclaims, “but the demons
seek to win the war elsewhere. Pulura thanks you, but you are
now urgently needed... elsewhere...” As you struggle to hear her
next words, you vanish in a wave of holy light
Reward:
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 on the Redemption card.) Amulet of the Abyss is only one corrupted, So i'll mark that for everyone unless you choose not to redeem it
For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his
deck with a Blessing of Pulura. At the end of each scenario, return these blessings to the game box.
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.
Loot 5
Type: Item
Traits: Accessory Magic Divine Corrupted Mythic
To Acquire: 0
If this card has the Corrupted trait, bury a blessing or you may not play this card. Reveal this card to reduce Electricity, Poison, Acid, Cold, or Fire damage dealt to you by 4. Recharge this card to add 1d20 to your check to defeat a monster that has the Minotaur or Mythic trait.
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:
Fortune-Teller (Ally 1)
Kamilo Dann (Ally 2)
Unfettered Imp (Ally 3)
Spiritwalk Armor (Armor 5)
Blessing of Abraxas (Blessing B)
Blessing of Ascension (Blessing B)
Blessing of Iomedae (Blessing B)
Blessing of Abraxas (Blessing B)
Blessing of Abadar (Blessing B)
Book of the Damned (Item 5)
Chaos Stone (Item 5)
Manual of War (Item 1)
Dismissal (Spell 2)
Ghost Wolf (Spell 4)
Terraform (Spell 4)
Cape of Wasps (Spell 4)
Planar Crossbow +2 (Weapon 5)

BR redeux |

1-5D: GODS, SAVE THE QUEEN!
With a wave of her hand, the celestial Eliandra has rewarded
you for ending the siege of Pulura’s Fall with a oneway
journey to Lastwall, the country south of Ustalav.
Lastwall has endured inviolate, unmolested by the demons of
the Worldwound. Its capital city is Vigil, a mighty fortress that
draws the champions of good like a beacon. Queen Galfrey has
locked herself in Castle Overwatch here, spending the time since
you saw her last studying the Lexicon of Paradox in an attempt to
discover a method of sealing the Worldwound.
Looking around the castle from the high parapet on which
you have been deposited, you can see that you’ve arrived at an
opportune moment. In fact, your arrival could not have been
more fortuitous. Demons f ly and scuttle around the castle walls,
coordinating the actions of assassin squads inside the building.
While you were breaking the back of the demon army in the
Worldwound, the Storm King somehow located Queen Galfrey
and moved to stop her mission.
Inside the towers, you can hear the queen’s loyal defenders
rallying to fight the demons. As you drop through hatches in
the rooftop, you catch one of the invaders off-guard: An invidiak
stares out at nothiness moments before he possesses a defender,
transforming his prey from an ally into a potential assassin.
One of your allies blasts the possessed defender with a surge
of mythic power. You’ll just have to accept the fact that you’ve
removed a potential ally in your fight against the demons.
Out of the corner of your eye, you see the queen running from
a pack of demons. She carries the Lexicon, brandishes the light
of Iomedae, and commands you to stand at all costs. You must get
her to safety; otherwise, all your struggles will melt into history.
If you fail, this demonic incursion will reclaim the Worldwound
for the armies of the Abyss, and your crusade will be reduced to
one last tremor in the loss of this world.
Villain:
Villain 5
Type: Monster
Traits: Demon Incorporeal Mythic Outsider
To Defeat: Combat 40
Alulasavi is immune to the Cold, Electricity, and Poison traits.
Before you act, each character at your location is dealt 1d4 Cold damage and expends a mythic charge, then you summon and encounter a random monster. If the summoned monster is not defeated, or if the check to defeat Alulasavi does not have the Magic trait, Alulasavi is undefeated.
Henchmen:
Henchman 3
Type: Barrier
Traits: Human Barbarian
To Defeat: Combat 20 OR Melee Charisma Diplomacy 14
Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Cohort:
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
To Acquire: 0
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find. Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.

BR redeux |

During This Adventure:
Summoned Banes || Loot List
• The servitor demon is the henchman 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: • If Queen Galfrey would be discarded, a character may instead
bury 1d4 cards from the top of her deck. At the end of any turn, if
Queen Galfrey is not in a character’s hand, you lose the scenario.
• At the end of each turn, roll 1d6. On a 1 or 2, put a random
monster from the box on top of the location deck for the
location occupied by the character who has Queen Galfrey in
his hand. If that location is closed, open it.
• When you defeat the henchman Barbarian Horde, summon and
encounter the henchman Shadow Demon. If the Shadow Demon
is not defeated, discard the top card of the blessings deck
Henchman Monster 3
Traits:
Outsider
Demon
Incorporeal
Servitor
Check
Combat
20
Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
To Acquire: 0
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Additional Rules: Displayed next to scenario: None
Turn: 1, Amaryllis/EmpTyger
Monsters
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_
Monster B
Traits:
Human
Warrior
Vetran
To Defeat:
Combat 10 The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
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_
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_
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14 Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Barriers
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.
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.
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.
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.
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.
Weapons
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.
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.
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.
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.
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.
Spells
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.
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.
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.
Spell 2
Traits:
Magic
Arcane
Divine
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Armors
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.
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.
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.
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.
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Items
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.
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.
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.
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.
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.
Allies
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
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.
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.
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.
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.
Blessings
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.
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.
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.
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.
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.
Top of Blessing Discard Pile:
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: 29
Blessings Deck
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.
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.
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.
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.
Blessing of Xoveron
Blessing 5
Traits:
Divine
Xoveron
Corrupted To Acquire:
None 0 When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 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.
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.
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.
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.
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.
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.
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.
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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_
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.
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.
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.
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_
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.
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.
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.
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14 Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
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.
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.
Location #3: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
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.
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.
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.
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.
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_
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Location #5: Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 3 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Ally 5
Traits:
Undead
Lich
Evoker To Acquire:
None 0 Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
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.
Location #6: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
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.
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.
Villain 5
Type: Monster
Traits:
Demon
Incorporeal
Mythic
Outsider
To Defeat:
Combat 40 Alulasavi is immune to the Cold, Electricity, and Poison traits.
Before you act, each character at your location is dealt 1d4 Cold damage and expends a mythic charge, then you summon and encounter a random monster.
If the summoned monster is not defeated, or if the check to defeat Alulasavi does not have the Magic trait, Alulasavi is undefeated.
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.
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.
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.
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.

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High time to get rid of my Bracers of Protection.
Upgrade Preference: Item 5 for Samisen of Oracular Vision.
Starting Location: Occult Library.

Uliah, Warpriest |

If Nyctessa won't be grabbing a spell, then Uliah can certainly fetch one of the Spell 4's for himself. If this happens, he will replace his Cure with Major Cure.
As mentioned before, Uliah would like to take Blancher with him for this mission. I should also mention Uliah hasn't been holding Fiendsplitter for a while now, in case we want to update the Loot List.
Uliah will start at the Citadel.
Hand: Augury, Dancing Scimitar +2, Grave Tender (ADV 2), Blessing of Pharasma (ADV 1), Hrilga Shield-Maiden (ADV 4), Cleric of Nethys (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). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above. Use Divine Fortune to add 1d6 to all checks at my location.
"
Mythic Charges: 5 Sideboard cards:
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 [X]+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 ( [X] 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.

Ramexes 9251-4 |

Ramexes will take the weapon 5 to replace the weapon that was banished will replace disrupting rapier with soulshear for this scenario
Will start at the guardpost and get free scouting
Hand: Druid of the flame, Blessing of Pharasma, Harbinger disciple, Major cure, Black robe, Soulshear,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: blessings avaiable Abraxas add 2 to any arcane or dicine check
Mythic Charges: 5 Sideboard cards:
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [X5]+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 (X5or 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.

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Hand: Cleric of Nethys, Samisen of Oracular Vision, Bound Lantern Archon, Blessing of The Lady of Graves, Fire Barrage, Shadow Barbs, Blessing of Qi Zhong, Hungering Staff,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Mythic Charges: 5 Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ] +1
Intelligence d10 [X] +1 [X] +2 [X] +3 [X] +4
INT Mythic Bonus: +5
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [X] +1 [X] +2 [X] +3
Charisma d8 [X] +1 [X] +2
CHA Mythic Bonus: +5
Favored Card: Spell
Hand Size 6 [X] 7 [X] 8 [ ] 9
Proficient with: [ ] Light Armors
Powers:
When you defeat a monster and would banish it, you may draw it instead ( [X] then you may shuffle into your deck a random card from your discard pile) ( [ ] or from any character at your location's discard pile).
You may banish an ally, a monster, or a card that has the Corrupted trait to add 1d4 ([X] or a number of d4s equal to the banished card's adventure deck number) to your check to defeat a monster ([X] or to acquire an ally).
Once per turn, if you are required to remove cards from your deck and you don't have enough, you do not die ( [ ] and you may reset your hand from your discard pile).
[ ] If your check is against a card that has the Undead trait, add 1d8 ( [ ] 1d12).
<Power 4>
<Power 5>
Mythic Path: Mythic Archmage
Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.

Amaryllis-EmpTyger |

Upgrading Blessing B Iomedae into Blessing B of the Gods
Replacing Item 2 Boots of Elvenkind with Item 5 Amulet of the Abyss
Starting at Temple of Iomedae
"Hiya, Iomedae? I don't know if you can hear me. Maybe I should be shouting? HIYA IOMEDAE! IS THIS BETTER? Anyhow, I'm been meeting all kinds of gods and goddesses all over and I want to be friends with them all too. But I still want to be friends with you? Is that okay? We can all be friends?"
There was no response, but an abyssal relic suddenly seemed to glow extra brightly. Amaryllis took it as a sign of approval and donned the uncorrupted amulet. "Thanks Iomedae. Er, THANKS IOMEDAE!"
Hand: Surgeon, Blessing of the Gods 1, Swallowtail Bracers, Dimension Leap, Blessing of the Gods 2, Life Leech, Mist Horn, Scrying,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Ask before using: 2 Blessing of the Gods (adds d12s)
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Surgeon (recharge to cure 1 card at my location); Dimension Leap (move Amaryllis to/from encounter location); Mist Horn (display at location to prevent 3 damage from monsters until start of my next turn); Scrying
Mythic Charges: 5
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [X] +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).
[X] 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.

Amaryllis-EmpTyger |

Ascension o'clock
Exploring Temple of Iomedae 1: Blessing of Nethys
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.
Revealing Swallowtail Bracers
Divine 5: 1d4 + 1 ⇒ (4) + 1 = 5
Blessing of Nethys is acquired
Amaryllis found a sign of some magic god. "Clearly Iomedae heard me and she's okay with everything!"
Discarding Blessing of Nethys to examine Temple of Iomedae 2: Wolf, Temple of Iomedae 3: Protect
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.
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.
Exploring Temple of Iomedae 2: Wolf
Amaryllis cannot make a WIS/Survival 8 check. Wolf is banished
Amaryllis heard a wolf howling outside of the temple. A cleric was outside, trying to protect the holy sheep. Amaryllis stayed inside. "I don't want to hurt a puppy!"
Discarding Blessing of the Gods to explore Temple of Iomedae 3: Protect
Amaryllis cannot make a WIS/Divine 6 check. Protect is banished
"Unless, what if the wolf was protecting sheep from the cleric?" It was all so confusing!
Discarding Blessing of the Gods to explore Temple of Iomedae 4: Commander's Field Plate
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.
Revealing Swallowtail Bracers
CHA 8: 1d12 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Commander's Field Plate is acquired
"Wait, it's not the sheep or the puppy. It's the queen that needs to be protected!" Amaryllis remembered the mission and put on her commander's armor.
Recharging Surgeon to cure Blessing of Nethys
Ending turn.
Galfrey monster 3: 1d6 ⇒ 5
Resetting hand
Hand: Frost Ray, Commander's Field Plate, Swallowtail Bracers, Dimension Leap, Wand of Treasure Finding, Life Leech, Mist Horn, Scrying,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Wand of Treasure Finding can be used on my turn to dig through topdecked Galfrey monsters
Ask before using: Scrying (examine top 3 cards of any location, topdeck/bottomdeck chosen type, shuffle rest in)
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Dimension Leap (move Amaryllis to/from encounter location); Mist Horn (display at location to prevent 3 damage from monsters until start of my next turn); Scrying to bottomdeck Galfrey monsters
Mythic Charges: 5
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [X] +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).
[X] 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, Warpriest |

Starting Uliah's turn under Blessing of Ascension.
Uliah focuses on rallying the palace guards and banishing demons trying to possess them at the Citadel.
Uliah will explore to encounter Card 1: Barbarian Horde. I will discard my Blessing of Pharasma to add a die to my check.
CtD Diplomacy 14: 2d10 + 9 ⇒ (4, 8) + 9 = 21
I'm unclear on whether "immediately" or "when defeated" happens first, so I'll assume the less favorable outcome which is to summon the shadow demon first, for now.
Shadow Demon
Henchman Monster 3
Traits:
Outsider
Demon
Incorporeal
Servitor
Check
Combat
20
Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
I don't believe Citadel has the corrupted trait, so I won't take 1d4 Cold Damage. For the check to defeat the Shadow Demon, I reveal my Dancing Scimitar +2 to add 1d6+2 to my check, and my Wisdom modifier of +4 from my power when I reveal a weapon. I will also reveal Cleric of Nethys to add 1d4+1 to my Combat check. This makes the check an auto-defeat, but I'll roll it for fun.
CtD Combat, Melee 20: 2d6 + 1d4 + 17 ⇒ (3, 2) + (2) + 17 = 24
Uliah was greeted by a guard lunging at him, clearly under demonic influence. He held back until he was able to complete his banishing ritual and cast the shadow that had possessed him out, where it was swiftly dispatched of.
Uliah walked to the balcony to look at the courtyard below where a number of guards all turned to look at him in unison with a mindless stare.
"This is worse than I thought. I must warn the others! But first...some cleansing."
For the check to close, I will reveal the same cards as stated before.
CtD Combat, Melee 19: 2d6 + 1d4 + 17 ⇒ (2, 5) + (2) + 17 = 26
Uliah fought off some of the possessed soldiers while his allies created a barricade to close the entrance to the palace from here.
"This will have to hold for now. Let's find the others, we must flee!"
Since I closed the citadel. My turn ends. At the end of my turn, we see if the Queen has been found.
Scenario Effect, random monster on top of Queen's location on 5/6: 1d6 ⇒ 5
A random monster is added on top of Ramexes' location.
[b]Hand: Augury, Dancing Scimitar +2, Grave Tender (ADV 2), Codex of Conversations, Hrilga Shield-Maiden (ADV 4), Cleric of Nethys (ADV 2),
Displayed:
Deck: 12 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). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above. Use Divine Fortune to add 1d6 to all checks at my location.
"
Mythic Charges: 5 Sideboard cards:
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 [X]+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 ( [X] 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.

Ramexes 9251-4 |

Blessing of the starsong
Ramexes fights a corrupted soldier at the guard post
combat 19: 1d8 + 11 + 1d10 + 4 ⇒ (7) + 11 + (6) + 4 = 28
Leave next two as they are and explore
charisma 13: 1d10 + 4 + 5 ⇒ (3) + 4 + 5 = 12
Discard harbinger to explore again
Discard druid of the flame for next explore
Filth demon deals 1d4 ⇒ 4 acid damage
Reveal black robe to reduce damage by 2 discard blessing of pharasma and major cure
Hit with Soul shear and 7 plus fire from druid of the flame explore
combat 22: 1d8 + 11 + 1d10 + 4 + 7 + 5 ⇒ (3) + 11 + (9) + 4 + 7 + 5 = 39
Nyctessa theres a consecrate spell and a groaning gate at the occult library not necessarily in that order
monster for the queen: 1d6 ⇒ 1
Now theres a monster
Hand: Ruby of charisma, Reveller, Shortspear +3, Black robe, Soulshear, Queen Galfrey,
Displayed:
Deck: 10 Discard: 4 Buried: 0
"Notes:
"
Mythic Charges: 5 Sideboard cards:
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [X5]+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 (X5or 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.

BR redeux |

Nyctessa can choose the order of the top two cards at her location since Ramexes used his power feat
During This Adventure:
Summoned Banes || Loot List
• The servitor demon is the henchman 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: • If Queen Galfrey would be discarded, a character may instead
bury 1d4 cards from the top of her deck. At the end of any turn, if
Queen Galfrey is not in a character’s hand, you lose the scenario.
• At the end of each turn, roll 1d6. On a 1 or 2, put a random
monster from the box on top of the location deck for the
location occupied by the character who has Queen Galfrey in
his hand. If that location is closed, open it.
• When you defeat the henchman Barbarian Horde, summon and
encounter the henchman Shadow Demon. If the Shadow Demon
is not defeated, discard the top card of the blessings deck
Henchman Monster 3
Traits:
Outsider
Demon
Incorporeal
Servitor
Check
Combat
20
Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
To Acquire: 0
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Additional Rules: Displayed next to scenario: None
Turn: 4, Nyctessa/agent_eclipse
Monsters
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_
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.
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_
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.
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.
Barriers
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.
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.
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.
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.
Barrier 2
Traits:
Temptation
Demon
Corrupted
To Defeat:
None 0 Display this card next to your deck; the barrier is defeated.
While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn.
Weapons
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.
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.
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.
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.
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.
Spells
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.
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.
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
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.
Spell B
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6 Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
Armors
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.
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.
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.
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.
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
Item 2
Traits:
Object
Divine
Magic To Acquire:
Wisdom
Divine 9 Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.
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.
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.
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.
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.
Allies
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.
Ally 1
Traits:
Mongrel
Guard
Veteran To Acquire:
Charisma
Diplomacy 0 The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
Ally 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.
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
Ally 1
Traits:
Human
Oracle To Acquire:
Charisma
Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Blessings
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.
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.
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.
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.
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
Top of Blessing Discard Pile:
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: 26
Blessings Deck
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.
Blessing of Xoveron
Blessing 5
Traits:
Divine
Xoveron
Corrupted To Acquire:
None 0 When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 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.
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.
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.
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.
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.
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.
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.
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Citadel
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Akaitora, None
Location #2: Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal, None
Monster B
Traits:
Human
Warrior
Vetran
To Defeat:
Combat 10 The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14 Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
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.
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.
Location #3: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, None
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.
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.
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
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.
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.
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.
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.
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_
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Location #5: Temple of Iomedae
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, None
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Ally 5
Traits:
Undead
Lich
Evoker To Acquire:
None 0 Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
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.
Location #6: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
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.
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.
Villain 5
Type: Monster
Traits:
Demon
Incorporeal
Mythic
Outsider
To Defeat:
Combat 40 Alulasavi is immune to the Cold, Electricity, and Poison traits.
Before you act, each character at your location is dealt 1d4 Cold damage and expends a mythic charge, then you summon and encounter a random monster.
If the summoned monster is not defeated, or if the check to defeat Alulasavi does not have the Magic trait, Alulasavi is undefeated.
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.
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.
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.
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.

![]() |

Explore Occult Library Card 1: Consecrate
Wisdom 8: 1d8 + 3 ⇒ (5) + 3 = 8 Acquired.
Discard BoTLoG to Explore Card 2: Groaning Gate
Arcane 19: 1d10 + 5 + 4 + 2 ⇒ (7) + 5 + 4 + 2 = 18 Acquired by recharging Cleric of Nethys
Recharge Bound Lantern Archon to Examine Top 3 cards of deck then draw Vampire Bat.
Recharge Vampire Bat to Examine Top Card: Warmonger shuffling BoTLoG into my deck.
Recharge Samisen of Oracular Vision to Examine Top card of Temple, Armory, and Guard Post.
End Turn. Discard Consecrate. Reset Hand.
Scenario: 1d6 ⇒ 5
Hand: Shadow Barbs, Cloud Burst, Binder's Tome, Bound Lantern Archon, Fire Barrage, Blessing of Nethys, Blessing of Qi Zhong, Hungering Staff,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes:
Mythic Charges: 5 Sideboard cards:

BR redeux |

During This Adventure:
Summoned Banes || Loot List
• The servitor demon is the henchman 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: • If Queen Galfrey would be discarded, a character may instead
bury 1d4 cards from the top of her deck. At the end of any turn, if
Queen Galfrey is not in a character’s hand, you lose the scenario.
• At the end of each turn, roll 1d6. On a 1 or 2, put a random
monster from the box on top of the location deck for the
location occupied by the character who has Queen Galfrey in
his hand. If that location is closed, open it.
• When you defeat the henchman Barbarian Horde, summon and
encounter the henchman Shadow Demon. If the Shadow Demon
is not defeated, discard the top card of the blessings deck
Henchman Monster 3
Traits:
Outsider
Demon
Incorporeal
Servitor
Check
Combat
20
Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
To Acquire: 0
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Additional Rules: Displayed next to scenario: None
Turn: 5, Amaryllis/EmpTyger
Monsters
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.
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.
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_
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.
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_
Barriers
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.
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.
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.
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.
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Weapons
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.
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.
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.
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.
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.
Spells
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
Items
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.
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.
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.
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.
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.
Allies
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.
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.
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.
Ally 1
Traits:
Mongrel
Guard
Veteran To Acquire:
Charisma
Diplomacy 0 The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
Ally 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.
Blessings
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.
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.
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.
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.
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 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: 25
Blessings Deck
Blessing of Xoveron
Blessing 5
Traits:
Divine
Xoveron
Corrupted To Acquire:
None 0 When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 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.
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.
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.
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.
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.
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.
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.
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Citadel
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Akaitora, None
Location #2: Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal, None
Monster B
Traits:
Human
Warrior
Vetran
To Defeat:
Combat 10 The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14 Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
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.
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.
Location #3: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, None
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
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.
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.
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.
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.
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_
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, None
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Ally 5
Traits:
Undead
Lich
Evoker To Acquire:
None 0 Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
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.
Location #6: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
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.
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.
Villain 5
Type: Monster
Traits:
Demon
Incorporeal
Mythic
Outsider
To Defeat:
Combat 40 Alulasavi is immune to the Cold, Electricity, and Poison traits.
Before you act, each character at your location is dealt 1d4 Cold damage and expends a mythic charge, then you summon and encounter a random monster.
If the summoned monster is not defeated, or if the check to defeat Alulasavi does not have the Magic trait, Alulasavi is undefeated.
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.
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.
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.
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.

Amaryllis-EmpTyger |

Ascension o'clock
Exploring Temple of Iomedae 1: Heavy Crossbow
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.
Revealing Swallowtail Bracers
DEX 7: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Heavy Crossbow is acquired
Amaryllis took up a humble heavy crossbow, ignoring the fact that it was way too big for her tiny hands.
Discarding Scrying for monsters to examine Great Hall 1: Spellcaster's Shield, Great Hall 2: Temptation of Lucre, Great Hall 3: Fortune's Arrow
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.
Traits:
Temptation
To Defeat:
None 0 Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.
Spellcaster's Shield, Temptation of Lucre, Fortune's Arrow are shuffled back into Great Hall
Revealing Swallowtail Bracers
Arcane 12: 1d12 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Scrying is recharged
The sorcerer surveyed the great hall for a target, but got distracted by the shiny shields and gold and arrows within.
Ending turn
Hand: Frost Ray, Commander's Field Plate, Swallowtail Bracers, Dimension Leap, Wand of Treasure Finding, Life Leech, Mist Horn, Heavy Crossbow,
Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Wand of Treasure Finding can be used on my turn to dig through topdecked Galfrey monsters
Ask before using:
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Dimension Leap (move Amaryllis to/from encounter location); Mist Horn (display at location to prevent 3 damage from monsters until start of my next turn)
Mythic Charges: 5
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [X] +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).
[X] 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.

BR redeux |

During This Adventure:
Summoned Banes || Loot List
• The servitor demon is the henchman 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: • If Queen Galfrey would be discarded, a character may instead
bury 1d4 cards from the top of her deck. At the end of any turn, if
Queen Galfrey is not in a character’s hand, you lose the scenario.
• At the end of each turn, roll 1d6. On a 1 or 2, put a random
monster from the box on top of the location deck for the
location occupied by the character who has Queen Galfrey in
his hand. If that location is closed, open it.
• When you defeat the henchman Barbarian Horde, summon and
encounter the henchman Shadow Demon. If the Shadow Demon
is not defeated, discard the top card of the blessings deck
Henchman Monster 3
Traits:
Outsider
Demon
Incorporeal
Servitor
Check
Combat
20
Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
To Acquire: 0
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Additional Rules: Displayed next to scenario: None
Turn: 6, Uliah/Akaitora
Monsters
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_
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.
Monster 5
Traits:
Outsider
Fiend
Monk
To Defeat:
Combat 24 The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
After you act, the Upasunda deals 1d6 Combat damage to you.
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.
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_
Barriers
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.
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.
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.
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.
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Weapons
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
Armors
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.
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.
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.
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.
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
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.
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.
Item 4
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 12 When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0, and add that amount to your checks against the monster.
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.
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10 Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Allies
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
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.
Ally 5
Traits:
Vermin
Swarm
Mythic To Acquire:
None 0 To acquire this card, each character summons and encounters the henchman Vescavor Swarm. If all the henchmen are defeated by at least 10, you acquire this card.
Display this card and take a number of mythic charges equal to your charges from the box and put them on this card. While displayed, each character may expend any number of these charges a if they were her own this turn. At the end of the turn, shuffle this card into a random open location deck.
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.
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.
Blessings
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.
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.
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.
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.
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 5
Traits:
Divine
Xoveron
Corrupted To Acquire:
None 0 When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
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: 24
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Citadel
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Akaitora, None
Location #2: Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal, None
Monster B
Traits:
Human
Warrior
Vetran
To Defeat:
Combat 10 The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14 Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
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.
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.
Location #3: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, None
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
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.
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.
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.
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.
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_
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, None
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Ally 5
Traits:
Undead
Lich
Evoker To Acquire:
None 0 Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
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.
Location #6: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Spellcaster shield(1), Temptation of Lucure, Fortunes Arrow(3)
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.
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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.
Villain 5
Type: Monster
Traits:
Demon
Incorporeal
Mythic
Outsider
To Defeat:
Combat 40 Alulasavi is immune to the Cold, Electricity, and Poison traits.
Before you act, each character at your location is dealt 1d4 Cold damage and expends a mythic charge, then you summon and encounter a random monster.
If the summoned monster is not defeated, or if the check to defeat Alulasavi does not have the Magic trait, Alulasavi is undefeated.
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.
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.
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.
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.
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.
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Uliah, Warpriest |

Starting Uliah's turn under Blessing of Xoveron.
Uliah moves to the Guardpost and then casts Augury, looking for Monsters. Uliah examines Card 1: Mercenary, Card 2: Celestial Armor, Card 3: Skirmishing Spear. Mercenary is moved to the bottom of Guardpost. Guardpost needs to be shuffled. Augury auto-recharges when I reveal an ally to boost my Divine check.
"Careful Ramexes! I've seen in the flames another possessed soldier is close to finding you. Come with me! This way!"
Uliah explores to encounter a random card.
Random card to explore (not Card 1): 1d7 + 1 ⇒ (1) + 1 = 2
I encounter Card 2: Celestial Armor. Unfortunately, I can't make a Con 10 check and it feels like a waste to spend resources to bring me to a good success chance, so I'll just banish it.
I will now discard Gravedigger to explore. When I do, I reveal Codex of Conversations and automatically succeed at the Diplomacy check to recharge her instead. I explore a random card:
Random card to explore (not Cards 1,2): 1d6 + 2 ⇒ (4) + 2 = 6
I encounter Card 6: Cultist Archer. BYA, I try to make a Wisdom 9 check.
BYA Wisdom 9: 1d10 + 4 ⇒ (1) + 4 = 5
Ranged Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1
I discard Cleric of Nethys as damage. Then, for the combat check, I reveal my Dancing Scimitar +2 to add 1d6+2, and +4 for my power. I also use my power to reveal an ally and add +1d4+1 to my Combat check. I automatically defeat the cultist with my 2d6+1d4+17 Melee. Because of the Grave Digger's power, I draw a card after defeating a monster during my exploration: Divine Fortune.
I will discard Hrilga Shield-Maiden to explore, and then reveal Codex of Conversations to recharge her instead. I encounter a random card:
Random card to explore (not Cards 1,2 or 6): 1d6 + 2 ⇒ (5) + 2 = 7
I encounter...another Filth Demon? That's odd. I can't make a Dexterity 14 check, so I need to take some damage.
BYA Acid Damage: 1d4 ⇒ 3
As discussed in the chat, Amaryllis plays Mist Horn to prevent damage at the Guardpost until her next turn. Then Uliah reveals and recharges Dancing Scimitar +2 to add 2d6+4 to his Melee Combat check, and +4 from his power.
CtD Combat, Melee 22: 1d6 + 10 + 2d6 + 4 + 4 ⇒ (6) + 10 + (5, 3) + 4 + 4 = 32
Welp, I'm glad I was able to get those monsters out of Ramexes and Queen Galfrey's way. I will end my turn.
Hand: Blessing of the Lord in Iron, Striking Wing Scimitar, Divine Fortune, Codex of Conversations, Bound Lantern Archon (ADV 2), Blancher,
Displayed:
Deck: 11 Discard: 2 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). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above. Use Divine Fortune to add 1d6 to all checks at my location.
"
Mythic Charges: 5 Sideboard cards:
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 [X]+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 ( [X] 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.

Ramexes 9251-4 |

end of amaryllis turn: 1d6 ⇒ 3
end of Ulliahs turn: 1d6 ⇒ 1
Monster placed atop great hall
Hour of the strasong still the hour of the corrupted guard
cobat 19: 1d8 + 11 + 1d10 + 4 ⇒ (1) + 11 + (1) + 4 = 17
shirt reroll the d10
combat 19: 12 + 4 + 1d10 ⇒ 12 + 4 + (5) = 21
Next card after newly arrived monster
1d4 + 2 ⇒ (1) + 2 = 3 6 is eight
Skirmishing spear follows will o the wisp
leave as are and explore encountering willow the wisp
cards recharged : 1d4 ⇒ 4
Everytjing but soulshear and queen galfrey recharged
Willow the wisp defaeted with soulshear
next card: 1d3 + 3 ⇒ (2) + 3 = 5
Places barbarian hord above spear
Buries harbinger disciple to encounter barbaruian horde
dilpomacy 14: 1d10 + 11 + 2 ⇒ (9) + 11 + 2 = 22 revealing bound archaon[/dice]
Horde defaeted fight corrpted soldier to close
requesting blessing from Nyctessa
combat 19: 2d8 + 11 + 1d10 + 4 ⇒ (7, 8) + 11 + (6) + 4 = 36
Location closed eagle knight uniform acquired
eot dice: 1d6 ⇒ 2
Location reopened
Hand: Eagle knight dress uniform, Cure, Scrying, Imp, Soulshear, Queen Galfrey,
Displayed:
Deck: 11 Discard: 3 Buried: 1
"Notes:
"
Mythic Charges: 5 Sideboard cards:
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [X5]+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 (X5or 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.

Ramexes 9251-4 |

As pointed out in chat needed to fight a shadow demon after barbarian horde
combat 20: 1d8 + 1d10 + 15 ⇒ (6) + (4) + 15 = 25
And to clarify Ulliah revealed his bound lantern archon

Ramexes 9251-4 |

Just realised I had opportunity to scout temple of Iomedae and great hall
So can shift the blessing of abadar in front of the barbarian horde at the temple (but wont)
Berbalang and temptation of Lucre swapped though at the great hall

BR redeux |

During This Adventure:
Summoned Banes || Loot List
• The servitor demon is the henchman 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: • If Queen Galfrey would be discarded, a character may instead
bury 1d4 cards from the top of her deck. At the end of any turn, if
Queen Galfrey is not in a character’s hand, you lose the scenario.
• At the end of each turn, roll 1d6. On a 1 or 2, put a random
monster from the box on top of the location deck for the
location occupied by the character who has Queen Galfrey in
his hand. If that location is closed, open it.
• When you defeat the henchman Barbarian Horde, summon and
encounter the henchman Shadow Demon. If the Shadow Demon
is not defeated, discard the top card of the blessings deck
Henchman Monster 3
Traits:
Outsider
Demon
Incorporeal
Servitor
Check
Combat
20
Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
To Acquire: 0
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Additional Rules: Displayed next to scenario: None
Turn: 8, Nyctessa/agent_eclipse
Monsters
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_
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_
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.
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.
Monster 5
Traits:
Outsider
Fiend
Monk
To Defeat:
Combat 24 The Upasunda is immune to the Poison trait. Before you act, succeed at an Arcane or Divine 14 check or you may not play spells that have the Attack trait.
The Upasanda's difficulty to defeat cannot be reduced. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 3.
After you act, the Upasunda deals 1d6 Combat damage to you.
Barriers
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.
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.
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.
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.
Barrier B
Traits:
Trap
Veteran
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.
Weapons
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.
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.
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.
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.
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.
Spells
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.
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.
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.
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.
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.
Armors
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
Allies
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.
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.
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.
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.
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.
Blessings
Blessing 5
Traits:
Divine
Xoveron
Corrupted To Acquire:
None 0 When you encounter this card, if you are at a location that has the Abyssal trait, you automatically acquire this card; otherwise, you may bury a card to acquire it.
Discard this card to add 2 dice to a check by a character at a location that has the Abyssal trait.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Blessing 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.
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.
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.
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 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: 22
Blessings Deck
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.
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.
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.
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.
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.
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Citadel
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 #2: Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal, Uliah/Akaitora, None
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.
Location #3: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, None
Monster 3
Traits:
Construct
Vermin
To Defeat:
Combat 19 You may not play spells that have the Attack trait.
Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you.
While you act, all damage dealt by the Warmonger Wasp is Poison damage.
This construct is an amalgum of protoplasmic flesh and pure chaos_
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.
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.
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.
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.
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_
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, None
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Ally 5
Traits:
Undead
Lich
Evoker To Acquire:
None 0 Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
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.
Location #6: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Spellcaster shield(1), Temptation of Lucure, Fortunes Arrow(3)
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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.
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.
Villain 5
Type: Monster
Traits:
Demon
Incorporeal
Mythic
Outsider
To Defeat:
Combat 40 Alulasavi is immune to the Cold, Electricity, and Poison traits.
Before you act, each character at your location is dealt 1d4 Cold damage and expends a mythic charge, then you summon and encounter a random monster.
If the summoned monster is not defeated, or if the check to defeat Alulasavi does not have the Magic trait, Alulasavi is undefeated.
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.
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.
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.
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.
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.
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

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Blessing of Nethys discarded for Ram.
Recharge Bound Lantern Archon to Rearrange Top 3 cards of deck and draw: Helm of Electric Radiance.
Explore Occult Library Card 1: Warmonger Wasp.
Damage (BYA): 1d4 ⇒ 2 Recharge Helm of Electric Radiance to negate damage.
Recharge Shadow Barbs.
Combat 19: 1d10 + 5 + 4 + 2 + 1d10 ⇒ (6) + 5 + 4 + 2 + (4) = 21 Defeated/Acquired.
Discard Blessing of Qi Zhong (Shuffling Blessing of Nethys into deck) to Explore Card 2: Shocking Lance +1.
Banished.
End Turn. Reset Hand.
Hand: Warmong Wasp 3, Cloud Burst, Binder's Tome, Ice Chemist, Fire Barrage, Blessing of The Lady of Graves, Animated Zombie, Hungering Staff,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes:
Mythic Charges: 5 Sideboard cards:

BR redeux |

During This Adventure:
Summoned Banes || Loot List
• The servitor demon is the henchman 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: • If Queen Galfrey would be discarded, a character may instead
bury 1d4 cards from the top of her deck. At the end of any turn, if
Queen Galfrey is not in a character’s hand, you lose the scenario.
• At the end of each turn, roll 1d6. On a 1 or 2, put a random
monster from the box on top of the location deck for the
location occupied by the character who has Queen Galfrey in
his hand. If that location is closed, open it.
• When you defeat the henchman Barbarian Horde, summon and
encounter the henchman Shadow Demon. If the Shadow Demon
is not defeated, discard the top card of the blessings deck
Henchman Monster 3
Traits:
Outsider
Demon
Incorporeal
Servitor
Check
Combat
20
Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
To Acquire: 0
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Additional Rules: Displayed next to scenario: None
Turn: 9, Amaryllis/EmpTyger
Monsters
Monster 1
Traits:
Plant
To Defeat:
Combat 11 The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Monster 3
Traits:
Outsider
Demon
Vermin
To Defeat:
Combat 23 The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
If undefeated, discard the top card of your deck.
Monster 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_
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_
Monster B
Traits:
Undead
Ghoul
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barriers
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.
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.
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.
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.
Barrier 5
Traits:
Temptation
Demon
To Defeat:
None 0 Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.
Weapons
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.
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.
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.
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.
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.
Spells
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
Item 2
Traits:
Object
Divine
Magic To Acquire:
Wisdom
Divine 9 Reveal this card and discard a card that has the Divine trait to add 1d8 and the Magic trait to your check against a bane that has the Demon, Devil, Fiend, or Undead trait; if the discarded card has the Sarenrae trait, shuffle it into your deck instead of discarding it.
Allies
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.
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.
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.
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.
Ally 1
Traits:
Mongrel
Guard
Veteran To Acquire:
Charisma
Diplomacy 0 The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.
Blessings
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.
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.
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.
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.
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 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: 21
Blessings Deck
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.
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.
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.
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.
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Citadel
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 #2: Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ramexes/Merisal, Uliah/Akaitora, None
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.
Location #3: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, None
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.
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.
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.
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_
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
At This Location: You may recharge any blessing to add 2 dice to a non-combat Charisma check.
When Closing: Succeed at a Charsima check with the difficulty of 5 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random weapon or item that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, None
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Ally 5
Traits:
Undead
Lich
Evoker To Acquire:
None 0 Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
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.
Location #6: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Spellcaster shield(1), Temptation of Lucure, Fortunes Arrow(3)
Barrier B
Traits:
Temptation
To Defeat:
None 0 Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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.
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.
Villain 5
Type: Monster
Traits:
Demon
Incorporeal
Mythic
Outsider
To Defeat:
Combat 40 Alulasavi is immune to the Cold, Electricity, and Poison traits.
Before you act, each character at your location is dealt 1d4 Cold damage and expends a mythic charge, then you summon and encounter a random monster.
If the summoned monster is not defeated, or if the check to defeat Alulasavi does not have the Magic trait, Alulasavi is undefeated.
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.
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.
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.
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.
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.
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Amaryllis-EmpTyger |

Deskari o'clock
Revealing Swallowtail Bracers
Arcane 10: 1d12 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Mist Horn is recharged
Exploring Temple of Iomedae 1: Barbarian Horde
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Revealing Swallowtail Bracers
CHA 14: 1d12 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Barbarian Horde is banished
As the mists receded, Amaryllis saw a horde of barbarians approaching. "Hiya! Are you here to help guard the temple? Come on in!" The charging horde came to a confused stop. A couple barbarians brandished bows threateningly, but Amaryllis smiled excitedly. "Oooh, I have a bow too! Well, it's a crossbow. But that's like a bow! They both have strings and shoot things." The marshal held the temple door open and beckoned inside. "Here, I'll show you where to stand and keep guard!" The barbarians followed her obediently.
Summoning Shadow Demon
Traits:
Outsider
Demon
Incorporeal
Servitor
Check
Combat
20
Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
Discarding Frost Ray
Combat 20: 1d12 + 11 + 2d6 ⇒ (10) + 11 + (4, 6) = 31
Revealing Swallowtail Bracers
Arcane 8: 1d12 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Frost Ray is recharged. Shadow Demon is banished
Closing Temple of Iomedae: Revealing Swallowtail Bracers
CHA 5+10=15: 1d12 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Temple of Iomedae is closed. Drawing Random Magic Item
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.
Amaryllis pointed out an ominous shadow. "See, that's a demon. We fight them! They're evil." The sorcerer cast a beam of frost that extinguished the shadow. "Like that! Do you think you have it?" She opened up a treasure chest and took out a magic belt, leaving the weapons. "You use these weapons to protect the temple, and I'll go catch up with my friends!" She went outside and prepared to dash off.
The confused barbarians looked at one another as they took up their new positions. "Pillaging really just ain't what it used to be."
Ending turn
Galfrey monster 3: 1d6 ⇒ 2
Random Monster 1 topdecked at Guardpost. Resetting hand
Hand: Swipe, Commander's Field Plate, Swallowtail Bracers, Dimension Leap, Wand of Treasure Finding, Life Leech, Belt of Charging, Heavy Crossbow,
Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Wand of Treasure Finding can be used on my turn to dig through topdecked Galfrey monsters
Ask before using: Swipe (-3 to combat difficult)
Can use without asking: Dimension Leap (move Amaryllis to/from encounter location)
Mythic Charges: 5
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [X] +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).
[X] 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, Warpriest |

Starting Uliah's turn under Blessing of Abraxas.
At the start of Uliah's turn, I retrieve Bound Lantern Archon from my display area back into my hand.
Also at the start of my turn, I must summon a Corrupted Soldier.
Henchman Monster B
Traits:
Human
Soldier
Veteran
Check
Combat
9
OR
Charisma
Diplomacy
6
Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.
For my combat check against it, I will reveal Blancher. Blancher allows me to ignore any effect that increases the difficulty of this combat check, so Corrupted Soldier's DC 9 Melee check is auto-defeated with Uliah's 3d6+1d4+17 Melee skill.
I will explore to encounter Guardpost Card 1: Incubus. Unfortunately, Ramexes has to encounter the servitor demon. If Ramexes deals 1 Combat damage to me due to treachery demon's power, I will discard Codex of Conversations for it. When I reveal Blacher and my Bound Lantern Archon, Uliah has 3d6+1d4+17 Melee, which easily auto-defeats the Incubus DC 15 Combat check.
After my exploration step, Guardpost is empty so I will try to close it. As before, using Blancher in my combat check against Corrupted Soldier ignores effects that increase the DC of the check, so I easily auto-defeat the Corrupted Soldier.
I add a random armor to my hand: Celestial Armor (Armor 3). I am then going to recharge my Striking Wing Scimitar to move to the Occult Library with Nyctessa.
I end my turn and reset my hand (though this hand might change depending on how Ramexes does. At the end of my turn, I see if a new monster shows up at the Guardpost.
Scenario Effect: 1d6 ⇒ 5
No new monster.
Hand: Blessing of the Lord in Iron, (Acquired)Celestial Armor, Divine Fortune, Codex of Conversations, Bound Lantern Archon (ADV 2), Blancher,
Displayed:
Deck: 12 Discard: 2 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). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above. Use Divine Fortune to add 1d6 to all checks at my location.
"
Mythic Charges: 5 Sideboard cards:
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 [X]+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 ( [X] 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.

Ramexes 9251-4 |

As per post codex discarded for Ulliah
Fighting treachery demon
combat: 1d8 + 11 + 1d10 + 4 + 1d8 ⇒ (7) + 11 + (4) + 4 + (6) = 32reveal soulshear and recharge scrying for acid

Uliah, Warpriest |

As it was mentioned in chat, I forgot to notice that another monster had been added to the deck by Amaryllis during her turn at the Guardpost. We can consider Guardpost to still be open with 1 monster card still in it. M turn is otherwise unchanged.
Hand: Blessing of the Lord in Iron, (Acquired)Celestial Armor, Divine Fortune, Blessing of Gozreh (ADV 1), Bound Lantern Archon (ADV 2), Blancher,
Displayed:
Deck: 11 Discard: 3 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). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above. Use Divine Fortune to add 1d6 to all checks at my location.
"
Mythic Charges: 5 Sideboard cards:
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 [X]+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 ( [X] 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.

Ramexes 9251-4 |

Having defeated the treachery demon Ramexes drew 2 blessings
She also noted a mandragora was lurking at the guard post
It is the hour of the starsong
Another corrupted guard
Recharging blessing of Milani and revealing soulshear
combat 19: 2d8 + 11 + 1d10 + 4 ⇒ (6, 3) + 11 + (10) + 4 = 34
Heads to the great hall and succumbs to the temptation of lucre belt of charging added paupers thighbone and planar tuning fork banished
Bolstering armour discarded from deck
Casts cure
1d4 + 1 ⇒ (3) + 1 = 4 all my discards
Discards imp to draw bolstering armour and major cure
Discard blessing of Isis reveal belt and soulshear to defeat
Examine next two cards and put villain above traitors blade
Hand: Eagle knight dress uniform, Bolstering armour, Major cure, Belt of charging, Soulshear, Queen Galfrey,
Displayed:
Deck: 13 Discard: 2 Buried: 1
"Notes:
"
Mythic Charges: 5 Sideboard cards:
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [X5]+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 (X5or 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.
Does villain summon a body guard 1d6 ⇒ 4

BR redeux |

Uliah wouldn't get to keep Celestial Armor since it was acquired from close check, but other than that should be good.
During This Adventure:
Summoned Banes || Loot List
• The servitor demon is the henchman 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: • If Queen Galfrey would be discarded, a character may instead
bury 1d4 cards from the top of her deck. At the end of any turn, if
Queen Galfrey is not in a character’s hand, you lose the scenario.
• At the end of each turn, roll 1d6. On a 1 or 2, put a random
monster from the box on top of the location deck for the
location occupied by the character who has Queen Galfrey in
his hand. If that location is closed, open it.
• When you defeat the henchman Barbarian Horde, summon and
encounter the henchman Shadow Demon. If the Shadow Demon
is not defeated, discard the top card of the blessings deck
Henchman Monster 3
Traits:
Outsider
Demon
Incorporeal
Servitor
Check
Combat
20
Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
To Acquire: 0
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Additional Rules: Displayed next to scenario: None
Turn: 12, Nyctessa/agent_eclipse
Monsters
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_
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_
Monster 2
Traits:
Half-Elf
Cultist
Ranger
To Defeat:
Combat 14 Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_
Monster B
Traits:
Human
Warrior
Vetran
To Defeat:
Combat 10 The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
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
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.
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.
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.
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.
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.
Weapons
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.
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.
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.
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.
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.
Spells
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.
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.
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.
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.
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.
Armors
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.
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.
Armor 5
Traits:
Heavy Armor
Magic
Corrupted
Mythic To Acquire:
Constitution
Fortitude 12 Recharge this card to add 1d8, or 1d12 and the Poison trait, to your Melee check; if this card has the Corrupted trait, expend a mythic charge.
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.
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.
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.
Items
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.
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.
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.
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.
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.
Allies
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
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.
Ally 1
Traits:
Human
Oracle To Acquire:
Charisma
Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
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.
Blessings
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.
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.
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.
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.
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.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 18
Blessings Deck
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.
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Citadel
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 #2: Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Monster 1
Traits:
Plant
To Defeat:
Combat 11 The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Location #3: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, Uliah/Akaitora, None
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.
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.
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.
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_
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
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, None
Location #6: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal, Spellcaster shield(1), Fortunes Arrow(3)
Villain 5
Type: Monster
Traits:
Demon
Incorporeal
Mythic
Outsider
To Defeat:
Combat 40 Alulasavi is immune to the Cold, Electricity, and Poison traits.
Before you act, each character at your location is dealt 1d4 Cold damage and expends a mythic charge, then you summon and encounter a random monster.
If the summoned monster is not defeated, or if the check to defeat Alulasavi does not have the Magic trait, Alulasavi is undefeated.
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.
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.
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.
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.
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.
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.
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Ramexes 9251-4 |

Revising turn to acquire lyre of storms which was recharged to ensure berbalang defeated
Hand: Eagle knight dress uniform, Bolstering armour, Find traps, Major cure, Soulshear, Queen Galfrey,
Displayed:
Deck: 13 Discard: 2 Buried: 1
"Notes:
"
Mythic Charges: 5 Sideboard cards:
STR Mythic Bonus: +5
Melee: Strength +3
DEXTERITY d6 []+1[]+2
CONSTITUTION d8 [M3]+1 [X5]+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 (X5or 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.

![]() |

Recharge Animated Zombie to draw Random Monster 1: Demon Eater 3
Explore Occult Library Card 1: Wolf
Banish Demon Eater 3
Wisdom 8: 1d8 + 3 + 3d4 ⇒ (3) + 3 + (2, 4, 1) = 13 Acquired.
Discard Wolf to Explore Card 2: Chaos Stone
Auto-Acquire
Discard Ice Chemist to Explore Card 3: Wand of Sacred Weapon
Wisdom 10: 1d8 + 3 ⇒ (1) + 3 = 4 Banished.
End Turn. Discard Hungering Staff/Chaos Stone. Reset Hand.
Scenario: 1d6 ⇒ 6
Hand: Warmong Wasp 3, Cloud Burst, Binder's Tome, Bound Lantern Archon, Fire Barrage, Blessing of The Lady of Graves, Cleric of Nethys, Blessing of Nethys,
Displayed:
Deck: 12 Discard: 6 Buried: 0
Notes:
Mythic Charges: 5 Sideboard cards:

BR redeux |

During This Adventure:
Summoned Banes || Loot List
• The servitor demon is the henchman 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: • If Queen Galfrey would be discarded, a character may instead
bury 1d4 cards from the top of her deck. At the end of any turn, if
Queen Galfrey is not in a character’s hand, you lose the scenario.
• At the end of each turn, roll 1d6. On a 1 or 2, put a random
monster from the box on top of the location deck for the
location occupied by the character who has Queen Galfrey in
his hand. If that location is closed, open it.
• When you defeat the henchman Barbarian Horde, summon and
encounter the henchman Shadow Demon. If the Shadow Demon
is not defeated, discard the top card of the blessings deck
Henchman Monster 3
Traits:
Outsider
Demon
Incorporeal
Servitor
Check
Combat
20
Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
To Acquire: 0
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Additional Rules: Displayed next to scenario: None
Turn: 13, Amaryllis/EmpTyger
Monsters
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_
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.
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_
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_
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_
Barriers
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
Spells
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.
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.
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.
Spell 3
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 10 For your combat check, discard this card to use your Intelligence, Arcane, or Melee skill + 2d6+1 and add the Acid, Electricity, or Fire trait. If proficient with weapons and you would fail this check, you may ignore the result and evade the bane instead.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
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.
Armors
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.
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.
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.
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.
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
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.
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.
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.
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.
Item B
Traits:
Book
Veteran To Acquire:
Intelligence
Knowledge 9 Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.
Allies
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.
Ally 5
Traits:
Undead
Lich
Evoker To Acquire:
None 0 Runelord Alderpash may not be evaded. To acquire this card, bury a spell that has an adventure deck number of 4 or higher; if you do not, each character is dealt 2d4+1 Fire damage.
Discard this card to add 2d4+1 and the Acid, Cold, Electricity, Fire or Force trait to your combat check.
Banish this card and discard your hand to permanently close your location, then end your turn.
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.
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.
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.
Blessings
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.
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.
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
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.
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.
Top of Blessing Discard Pile:
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
Blessing of Sifkesh
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Citadel
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 #2: Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Monster 1
Traits:
Plant
To Defeat:
Combat 11 The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Location #3: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, Uliah/Akaitora, None
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_
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 4 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
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, None
Location #6: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal, Spellcaster shield(1), Fortunes Arrow(3)
Villain 5
Type: Monster
Traits:
Demon
Incorporeal
Mythic
Outsider
To Defeat:
Combat 40 Alulasavi is immune to the Cold, Electricity, and Poison traits.
Before you act, each character at your location is dealt 1d4 Cold damage and expends a mythic charge, then you summon and encounter a random monster.
If the summoned monster is not defeated, or if the check to defeat Alulasavi does not have the Magic trait, Alulasavi is undefeated.
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.
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.
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.
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.
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.
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.
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Amaryllis-EmpTyger |

Ascension o’clock
Moving to Armory
Exploring Armory 1: Expeditious Chain Mail
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.
Revealing Swallowtail Bracers
Acrobatics 9: 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Expeditious Chain Mail is acquired
Amaryllis found a suit of chain. “I can tumble so well in this!”
Burying Wand of Treasure Finding to examine Armory 2: Bastion of the Inheritor
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.
Revealing Swallowtail Bracers
Arcane 8: 1d12 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Wand of Treasure Finding is recharged
The sorcerer used her wand to see if there was any other exciting armors. “There was something very magical up ahead!”
Ending turn
Galfrey monster 3: 1d6 ⇒ 3
Hand: Swipe, Commander's Field Plate, Swallowtail Bracers, Dimension Leap, Expeditious Chain Mail, Life Leech, Belt of Charging, Heavy Crossbow,
Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes:
Ask before using: Swipe (-3 to combat difficult)
Can use without asking: Dimension Leap (move Amaryllis to/from encounter location)
Mythic Charges: 5
Strength d6 [] +1 [] +2
-- STR Mythic Bonus: +5
Dexterity d8 [X] +1 [X] +2 [X] +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).
[X] 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.

BR redeux |

During This Adventure:
Summoned Banes || Loot List
• The servitor demon is the henchman 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: • If Queen Galfrey would be discarded, a character may instead
bury 1d4 cards from the top of her deck. At the end of any turn, if
Queen Galfrey is not in a character’s hand, you lose the scenario.
• At the end of each turn, roll 1d6. On a 1 or 2, put a random
monster from the box on top of the location deck for the
location occupied by the character who has Queen Galfrey in
his hand. If that location is closed, open it.
• When you defeat the henchman Barbarian Horde, summon and
encounter the henchman Shadow Demon. If the Shadow Demon
is not defeated, discard the top card of the blessings deck
Henchman Monster 3
Traits:
Outsider
Demon
Incorporeal
Servitor
Check
Combat
20
Powers
The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated.
Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage.
Cohort 2
Traits: Human Aristocrat Paladin Mendevian
To Acquire: 0
Banish this card to examine the top 5 cards of a location deck. You automatically acquire any boons you find.
Banish this card to allow a dead character to shuffle 10 of his buried cards at random into his character deck and draw a new hand; that character is no longer dead.
Additional Rules: Displayed next to scenario: None
Turn: 14, Uliah/Akaitora
Monsters
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.
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_
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_
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_
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_
Barriers
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.
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.
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.
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.
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.
Weapons
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.
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.
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.
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.
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.
Spells
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.
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.
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.
Spell 2
Traits:
Magic
Arcane
Divine
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Discard this card to evade a non-villain monster you encounter; put it on the top or bottom of its location deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
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
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.
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.
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.
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.
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.
Items
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.
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.
Item 5
Traits:
Staff
Magic
Arcane
Attack To Acquire:
Intellgence
Arcane 14 For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.
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.
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.
Allies
Ally 1
Traits:
Human
Oracle To Acquire:
Charisma
Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Ally 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.
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.
Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.
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.
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.
Blessings
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.
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
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.
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.
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Top of Blessing Discard Pile:
Blessing 5
Traits:
Divine
Sifkesh
Corrupted To Acquire:
Bury any card 0
OR Divine 5 If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Corrupted trait.
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, a random character buries the top card of his deck.
Blessings Remaining: 16
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Location #1: Citadel
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 #2: Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Monster 1
Traits:
Plant
To Defeat:
Combat 11 The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Mandragoras are mandrake roots that fed on corpses_
Location #3: Occult Library
At This Location: When you play a card that has the Book trait, banish it.
When Closing: Succeed at an Intelligence 8 or Knowledge 6 check.
When Permanently Closed: On closing, choose either the Arcane or Divine trait and draw a random spell that has that trait from the box.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Nyctessa/agent_eclipse, Uliah/Akaitora, None
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_
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Armory
At This Location: When you acquire a weapon, you may draw a card.
When Closing: Summon and acquire a random weapon.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Amaryllis/EmpTyger, None
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.
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.
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.
Henchman 3
Type: Barrier
Traits:
Human
Barbarian
To Defeat:
Combat 20
OR Melee
Charisma
Diplomacy 14 Before you attempt a combat check to defeat, randomly choose 2 characters. Each must expend a mythic charge or be dealt 1d4 Ranged Combat damage.
If undefeated, you are dealt 1d4+1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
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: Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/Merisal, Spellcaster shield(1), Fortunes Arrow(3)
Villain 5
Type: Monster
Traits:
Demon
Incorporeal
Mythic
Outsider
To Defeat:
Combat 40 Alulasavi is immune to the Cold, Electricity, and Poison traits.
Before you act, each character at your location is dealt 1d4 Cold damage and expends a mythic charge, then you summon and encounter a random monster.
If the summoned monster is not defeated, or if the check to defeat Alulasavi does not have the Magic trait, Alulasavi is undefeated.
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.
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.
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.
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.
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.
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.
Item 3
Traits:
Arrow
Piercing
Ranged
Magic
Mythic To Acquire:
Dexterity
Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait.

Uliah, Warpriest |

I had messed up and kept Celestial Armor in my hand last turn, which I should not have had due to not having closed Guardpost. I removed the card from my deck and drew another card which I would have drawn when resetting my hand instead: Fortified Breastplate.
Starting Uliah's turn under Blessing of Sifkesh.
Uliah had thought the guardpost to be secure, but he watches in horror as some more foes slip through the cracks of poorly made barricades. He goes back to deal with the problem for good.
Uliah moves back to the Guardpost. At the end of his move step, he recharges Blessing of Gozreh to recharge a random card from his discard pile: Cleric of Nethys. He then explores to encounter Card 1: Mandragora. Uliah reveals Blancher, adding his Wisdom modifier to his combat check his melee skill is 3d6+10+4+4, so Mandragora is auto-defeated.
Some of the possessed guards seem to have brough summoned creatures. A group of mandragoras were crushed under Uliah's powerful axe before they could open their mouths to scream. Uliah then turned his attention to the guards.
Revealing the same cards as before, Corrupted Soldier is also automatically defeated. Guardpost is now closed. Uliah draws a random armor:
The guards were intimidated by Uliah's display of power and decided to lay down their arms willingly, He then proceeded to exorcise the shadow demons that inhabited their bodies.
End of turn. No need to reset hand.
Hand: Blessing of the Lord in Iron, Fortified Breastplate, Divine Fortune, Blessing of Gozreh (ADV 1), Bound Lantern Archon (ADV 2), Blancher,
Displayed:
Deck: 10 Discard: 3 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). Use Divine Fortune if you encounter the Villain to add 1d6 to all your checks.
-Available for use if you ask: Display any of my allies for bonus = ADV. Number. Any of my blessings for cases not covered above. Use Divine Fortune to add 1d6 to all checks at my location.
"
Mythic Charges: 5 Sideboard cards:
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 [X]+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 ( [X] 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.

Ramexes 9251-4 |

end of Ulliahs turn: 1d6 ⇒ 2
A monster appears in the great hall
It is the hour of Nethys and Ramexes chases down the incubus
Soulshear and his mythic power is too much for the foul demon
Buries Imp to explore and encounter the villain
Meet treachery demon
Recharge major cure use ulliahs blessing of gozreh
melee 24: 2d8 + 11 + 1d10 + 4 ⇒ (3, 8) + 11 + (5) + 4 = 31
recharge eagle knight to sounter bya damage from failed wisdom save
Assuming amaryllis swipes the sword of sublty and Nyctessa closes the library
A vast coldness comes over the Hall as deacon of death approaches to defend Alulasavi
Buries bolstering armour to counter the cold damage and expends a mythic charge
With the blessings of nethys and lord in iron revealing soulshaer Ramexes fights the deacon
combat 30: 4d8 + 10 + 1d10 + 4 ⇒ (7, 6, 4, 2) + 10 + (7) + 4 = 40
Recharging find traps using the blessing of the lady of graves and soulshear and using all my remaining mythic charges
combat 40: 4d20 + 14 ⇒ (5, 19, 16, 10) + 14 = 64